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/*-------------------------------------------------------------------------
* OpenGL Conformance Test Suite
* -----------------------------
*
* Copyright (c) 2014-2016 The Khronos Group Inc.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
*/ /*!
* \file
* \brief
*/ /*-------------------------------------------------------------------*/
#include "esextcTessellationShaderTCTE.hpp"
#include "esextcTessellationShaderUtils.hpp"
#include "gluContextInfo.hpp"
#include "gluDefs.hpp"
#include "glwEnums.hpp"
#include "glwFunctions.hpp"
#include "tcuTestLog.hpp"
#include <algorithm>
namespace glcts
{
/** Constructor
*
* @param context Test context
**/
TessellationShaderTCTETests::TessellationShaderTCTETests(glcts::Context &context, const ExtParameters &extParams)
: TestCaseGroupBase(context, extParams, "tessellation_control_to_tessellation_evaluation",
"Verifies various aspects of communication between tessellation "
"control and tessellation evaluation stages")
{
/* No implementation needed */
}
/**
* Initializes test groups for geometry shader tests
**/
void TessellationShaderTCTETests::init(void)
{
addChild(new glcts::TessellationShaderTCTEDataPassThrough(m_context, m_extParams));
addChild(new glcts::TessellationShaderTCTEgl_in(m_context, m_extParams));
addChild(new glcts::TessellationShaderTCTEgl_MaxPatchVertices_Position_PointSize(m_context, m_extParams));
addChild(new glcts::TessellationShaderTCTEgl_PatchVerticesIn(m_context, m_extParams));
addChild(new glcts::TessellationShaderTCTEgl_TessLevel(m_context, m_extParams));
}
/** Constructor
*
* @param context Test context
**/
TessellationShaderTCTEDataPassThrough::TessellationShaderTCTEDataPassThrough(Context &context,
const ExtParameters &extParams)
: TestCaseBase(context, extParams, "data_pass_through",
"Verifies data is correctly passed down the VS->TC->TS->(GS) pipeline.")
, m_bo_id(0)
, m_n_input_vertices_per_run(4)
, m_utils_ptr(DE_NULL)
, m_vao_id(0)
{
/* Left blank on purpose */
}
/** Deinitializes all ES objects created for the test. */
void TessellationShaderTCTEDataPassThrough::deinit()
{
/** Call base class' deinit() function */
TestCaseBase::deinit();
if (!m_is_tessellation_shader_supported)
{
return;
}
const glw::Functions &gl = m_context.getRenderContext().getFunctions();
/* Revert GL_PATCH_VERTICES_EXT value to the default setting */
gl.patchParameteri(m_glExtTokens.PATCH_VERTICES, 3);
/* Disable GL_RASTERIZER_DISCARD mode */
gl.disable(GL_RASTERIZER_DISCARD);
/* Revert TF buffer object bindings */
gl.bindBuffer(GL_TRANSFORM_FEEDBACK_BUFFER, 0 /* buffer */);
gl.bindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0 /* index */, 0 /* buffer */);
/* Unbind vertex array object */
gl.bindVertexArray(0);
/* Release all objects we might've created */
if (m_bo_id != 0)
{
gl.deleteBuffers(1, &m_bo_id);
m_bo_id = 0;
}
if (m_vao_id != 0)
{
gl.deleteVertexArrays(1, &m_vao_id);
m_vao_id = 0;
}
for (_runs::iterator it = m_runs.begin(); it != m_runs.end(); ++it)
{
deinitTestRun(*it);
}
m_runs.clear();
/* Release Utils instance */
if (m_utils_ptr != DE_NULL)
{
delete m_utils_ptr;
m_utils_ptr = DE_NULL;
}
}
/** Deinitializes all ES object created for a specific test run. **/
void TessellationShaderTCTEDataPassThrough::deinitTestRun(_run &run)
{
const glw::Functions &gl = m_context.getRenderContext().getFunctions();
if (run.fs_id != 0)
{
gl.deleteShader(run.fs_id);
run.fs_id = 0;
}
if (run.gs_id != 0)
{
gl.deleteShader(run.gs_id);
run.gs_id = 0;
}
if (run.po_id != 0)
{
gl.deleteProgram(run.po_id);
run.po_id = 0;
}
if (run.tcs_id != 0)
{
gl.deleteShader(run.tcs_id);
run.tcs_id = 0;
}
if (run.tes_id != 0)
{
gl.deleteShader(run.tes_id);
run.tes_id = 0;
}
if (run.vs_id != 0)
{
gl.deleteShader(run.vs_id);
run.vs_id = 0;
}
}
/** Initializes all ES objects that will be used for the test. */
void TessellationShaderTCTEDataPassThrough::initTest()
{
/* The test requires EXT_tessellation_shader */
if (!m_is_tessellation_shader_supported)
{
throw tcu::NotSupportedError(TESSELLATION_SHADER_EXTENSION_NOT_SUPPORTED);
}
/* Create an Utils instance */
const glw::Functions &gl = m_context.getRenderContext().getFunctions();
m_utils_ptr = new TessellationShaderUtils(gl, this);
/* Initialize vertex array object */
gl.genVertexArrays(1, &m_vao_id);
GLU_EXPECT_NO_ERROR(gl.getError(), "Could not generate vertex array object");
gl.bindVertexArray(m_vao_id);
GLU_EXPECT_NO_ERROR(gl.getError(), "Error binding vertex array object!");
/* Our program objects take a single vertex per patch */
gl.patchParameteri(m_glExtTokens.PATCH_VERTICES, 1);
GLU_EXPECT_NO_ERROR(gl.getError(), "glPatchParameteriEXT() call failed");
/* Disable rasterization */
gl.enable(GL_RASTERIZER_DISCARD);
GLU_EXPECT_NO_ERROR(gl.getError(), "glEnable(GL_RASTERIZER_DISCARD) failed");
/* Create a buffer object we will use for XFB */
gl.genBuffers(1, &m_bo_id);
GLU_EXPECT_NO_ERROR(gl.getError(), "glGenBuffers() failed");
/* Set up XFB buffer object bindings */
gl.bindBuffer(GL_TRANSFORM_FEEDBACK_BUFFER, m_bo_id);
GLU_EXPECT_NO_ERROR(gl.getError(), "glBindBuffer() failed");
gl.bindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0 /* index */, m_bo_id);
GLU_EXPECT_NO_ERROR(gl.getError(), "glBindBufferBase() failed");
/* Prepare all the runs */
const _tessellation_primitive_mode primitive_modes[] = {TESSELLATION_SHADER_PRIMITIVE_MODE_ISOLINES,
TESSELLATION_SHADER_PRIMITIVE_MODE_QUADS,
TESSELLATION_SHADER_PRIMITIVE_MODE_TRIANGLES};
const unsigned int n_primitive_modes = sizeof(primitive_modes) / sizeof(primitive_modes[0]);
/* Iterate over all supported primitive modes */
for (unsigned int n_primitive_mode = 0; n_primitive_mode < n_primitive_modes; ++n_primitive_mode)
{
_tessellation_primitive_mode primitive_mode = primitive_modes[n_primitive_mode];
/* If geometry shaders are supported, include a separate iteration to include them
* in the pipeline
*/
for (int n_gs_stage_usage = 0; n_gs_stage_usage < ((m_is_geometry_shader_extension_supported) ? 2 : 1);
++n_gs_stage_usage)
{
bool use_gs_stage = (n_gs_stage_usage == 1);
/* If geometry shaders support gl_PointSize, include a separate iteration to pass
* point size data as well */
for (int n_gs_pointsize_usage = 0;
n_gs_pointsize_usage < ((m_is_geometry_shader_point_size_supported) ? 2 : 1); ++n_gs_pointsize_usage)
{
bool use_gs_pointsize_data = (n_gs_pointsize_usage == 1);
/* If tessellation shaders support gl_PointSize, include a separate iteration to pass
* point size data as well */
for (int n_ts_pointsize_usage = 0;
n_ts_pointsize_usage < ((m_is_tessellation_shader_point_size_supported) ? 2 : 1);
++n_ts_pointsize_usage)
{
bool use_ts_pointsize_data = (n_ts_pointsize_usage == 1);
/* Note: it does not make sense to try to pass gl_PointSize data
* in geometry stage if tessellation stage did not provide it.
*/
if (!use_ts_pointsize_data && use_gs_pointsize_data)
{
continue;
}
/* Initialize test run data */
_run run;
executeTestRun(run, primitive_mode, use_gs_stage, use_gs_pointsize_data, use_ts_pointsize_data);
/* Store the run for later usage */
m_runs.push_back(run);
} /* for (tessellation point size data usage off and on cases) */
} /* for (geometry point size data usage off and on cases) */
} /* for (GS stage usage) */
} /* for (all primitive modes) */
}
/** Initializes a test run, executes it and gathers all the rendered data for further
* processing. Extracted data is stored in the run descriptor.
*
* @param run Test run descriptor to fill with ES object data,
* as well as generated data.
* @param primitive_mode Primitive mode to use for the test run.
* @param should_use_geometry_shader true if the test run should use Geometry Shader stage,
* false otherwise.
* @param should_pass_point_size_data_in_gs true if the test run should define two output variables
* in Geometry Shader, later set to gl_PointSize values from
* TC and TE stages. False to skip them.
* Only set to true if GL_EXT_geometry_point_size extension
* is supported.
* @param should_pass_point_size_data_in_ts true if the test run should define two output variables
* in both Tessellation Shader types, set to gl_PointSize values
* as accessible during execution. False to skip the definitions.
* Only set to true if GL_EXT_tessellation_point_size extension
* is supported.
*/
void TessellationShaderTCTEDataPassThrough::executeTestRun(_run &run, _tessellation_primitive_mode primitive_mode,
bool should_use_geometry_shader,
bool should_pass_point_size_data_in_gs,
bool should_pass_point_size_data_in_ts)
{
run.primitive_mode = primitive_mode;
/* Retrieve ES entry-points before we start */
const glw::Functions &gl = m_context.getRenderContext().getFunctions();
/* Create a program object first */
run.po_id = gl.createProgram();
GLU_EXPECT_NO_ERROR(gl.getError(), "glCreateProgram() failed");
/* Create all shader objects we wil be later attaching to the program object */
run.fs_id = gl.createShader(GL_FRAGMENT_SHADER);
run.tcs_id = gl.createShader(m_glExtTokens.TESS_CONTROL_SHADER);
run.tes_id = gl.createShader(m_glExtTokens.TESS_EVALUATION_SHADER);
run.vs_id = gl.createShader(GL_VERTEX_SHADER);
if (should_use_geometry_shader)
{
run.gs_id = gl.createShader(m_glExtTokens.GEOMETRY_SHADER);
}
GLU_EXPECT_NO_ERROR(gl.getError(), "glCreateShader() call(s) failed");
/* Attach the shader objects to the program object */
gl.attachShader(run.po_id, run.fs_id);
gl.attachShader(run.po_id, run.tcs_id);
gl.attachShader(run.po_id, run.tes_id);
gl.attachShader(run.po_id, run.vs_id);
if (should_use_geometry_shader)
{
gl.attachShader(run.po_id, run.gs_id);
}
GLU_EXPECT_NO_ERROR(gl.getError(), "glAttachShader() call(s) failed");
/* Set vertex shader's body */
const char *vs_body = "${VERSION}\n"
"\n"
"${SHADER_IO_BLOCKS_REQUIRE}\n"
"\n"
"out OUT_VS\n"
"{\n"
" vec4 value1;\n"
" ivec4 value2;\n"
"} out_data;\n"
"\n"
"void main()\n"
"{\n"
" gl_Position = vec4( float(gl_VertexID) );\n"
" gl_PointSize = 1.0 / float(gl_VertexID + 1);\n"
" out_data.value1 = vec4(float(gl_VertexID), float(gl_VertexID) * 0.5,\n"
" float(gl_VertexID) * 0.25, float(gl_VertexID) * 0.125);\n"
" out_data.value2 = ivec4(gl_VertexID, gl_VertexID + 1,\n"
" gl_VertexID + 2, gl_VertexID + 3);\n"
"}\n";
shaderSourceSpecialized(run.vs_id, 1 /* count */, &vs_body);
GLU_EXPECT_NO_ERROR(gl.getError(), "glShaderSource() call failed for vertex shader");
/* Set dummy fragment shader's body */
const char *fs_body = "${VERSION}\n"
"\n"
"void main()\n"
"{\n"
"}\n";
shaderSourceSpecialized(run.fs_id, 1 /* count */, &fs_body);
GLU_EXPECT_NO_ERROR(gl.getError(), "glShaderSource() call failed for fragment shader");
/* Set tessellation control shader's body */
{
std::stringstream body_sstream;
std::string body_string;
const char *body_raw_ptr = DE_NULL;
body_sstream << "${VERSION}\n"
"\n"
"${TESSELLATION_SHADER_REQUIRE}\n";
if (should_pass_point_size_data_in_ts)
{
body_sstream << "${TESSELLATION_POINT_SIZE_REQUIRE}\n";
}
body_sstream << "\n"
"layout(vertices = 2) out;\n"
"\n"
"in OUT_VS\n"
"{\n"
" vec4 value1;\n"
" ivec4 value2;\n"
"} in_vs_data[];\n"
"\n"
"out OUT_TC\n"
"{\n";
if (should_pass_point_size_data_in_ts)
{
body_sstream << " float tc_pointSize;\n";
}
body_sstream << " vec4 tc_position;\n"
" vec4 tc_value1;\n"
" ivec4 tc_value2;\n"
"} out_data[];\n"
"\n"
"patch out vec4 tc_patch_data;\n"
"\n"
"void main()\n"
"{\n"
" int multiplier = 1;\n"
"\n"
" if (gl_InvocationID == 0)\n"
" {\n"
" multiplier = 2;\n"
" }\n";
if (should_pass_point_size_data_in_ts)
{
body_sstream << " out_data [gl_InvocationID].tc_pointSize = gl_in[0].gl_PointSize;\n"
" gl_out [gl_InvocationID].gl_PointSize = gl_in[0].gl_PointSize * 2.0;\n";
}
body_sstream << " out_data [gl_InvocationID].tc_position = gl_in [0].gl_Position;\n"
" out_data [gl_InvocationID].tc_value1 = in_vs_data[0].value1 * "
"vec4(float(multiplier) );\n"
" out_data [gl_InvocationID].tc_value2 = in_vs_data[0].value2 * ivec4( "
"multiplier);\n"
" gl_out [gl_InvocationID].gl_Position = gl_in [0].gl_Position + vec4(3.0);\n"
" gl_TessLevelInner[0] = 4.0;\n"
" gl_TessLevelInner[1] = 4.0;\n"
" gl_TessLevelOuter[0] = 4.0;\n"
" gl_TessLevelOuter[1] = 4.0;\n"
" gl_TessLevelOuter[2] = 4.0;\n"
" gl_TessLevelOuter[3] = 4.0;\n"
"\n"
" if (gl_InvocationID == 0)\n"
" {\n"
" tc_patch_data = in_vs_data[0].value1 * vec4(float(multiplier) );\n"
" }\n"
"}\n";
body_string = body_sstream.str();
body_raw_ptr = body_string.c_str();
shaderSourceSpecialized(run.tcs_id, 1 /* count */, &body_raw_ptr);
GLU_EXPECT_NO_ERROR(gl.getError(), "glShaderSource() call failed for tessellation control shader");
}
/* Set tessellation evaluation shader's body */
{
std::stringstream body_sstream;
std::string body_string;
const char *body_raw_ptr = DE_NULL;
/* Preamble */
body_sstream << "${VERSION}\n"
"\n"
"${TESSELLATION_SHADER_REQUIRE}\n";
if (should_pass_point_size_data_in_ts)
{
body_sstream << "${TESSELLATION_POINT_SIZE_REQUIRE}\n";
}
/* Layout qualifiers */
body_sstream << "\n"
"layout(PRIMITIVE_MODE, point_mode) in;\n"
"\n"
/* Input block definition starts here: */
"in OUT_TC\n"
"{\n";
if (should_pass_point_size_data_in_ts)
{
body_sstream << " float tc_pointSize;\n";
}
body_sstream << " vec4 tc_position;\n"
" vec4 tc_value1;\n"
" ivec4 tc_value2;\n"
"} in_data[];\n"
"\n"
"patch in vec4 tc_patch_data;\n"
"\n";
/* Input block definition ends here. */
/* Output block definition (only defined if GS stage is present) starts here: */
if (should_use_geometry_shader)
{
body_sstream << "out OUT_TE\n"
"{\n";
/* Output block contents */
if (should_pass_point_size_data_in_ts)
{
body_sstream << " float tc_pointSize;\n"
" float te_pointSize;\n";
}
body_sstream << " vec4 tc_position;\n"
" vec4 tc_value1;\n"
" ivec4 tc_value2;\n"
" vec4 te_position;\n"
"} out_data;\n";
}
/* Output block definition ends here. */
else
{
if (should_pass_point_size_data_in_ts)
{
body_sstream << "out float tc_pointSize;\n"
"out float te_pointSize;\n";
}
body_sstream << "out vec4 tc_position;\n"
"out vec4 tc_value1;\n"
"flat out ivec4 tc_value2;\n"
"out vec4 te_position;\n"
"out vec4 te_patch_data;\n";
}
body_sstream << "\n"
"void main()\n"
"{\n";
if (should_use_geometry_shader)
{
body_sstream << "#define OUTPUT_VARIABLE(x) out_data.x\n";
}
else
{
body_sstream << "#define OUTPUT_VARIABLE(x) x\n";
}
if (should_pass_point_size_data_in_ts)
{
body_sstream << " OUTPUT_VARIABLE(tc_pointSize) = in_data[1].tc_pointSize;\n"
" OUTPUT_VARIABLE(te_pointSize) = gl_in[1].gl_PointSize;\n";
}
body_sstream << " OUTPUT_VARIABLE(tc_position) = in_data[1].tc_position;\n"
" OUTPUT_VARIABLE(tc_value1) = in_data[0].tc_value1;\n"
" OUTPUT_VARIABLE(tc_value2) = in_data[1].tc_value2;\n"
" OUTPUT_VARIABLE(te_position) = gl_in[0].gl_Position;\n";
if (!should_use_geometry_shader)
{
body_sstream << " OUTPUT_VARIABLE(te_patch_data) = tc_patch_data;\n";
}
body_sstream << "}\n";
body_string = body_sstream.str();
/* Replace PRIMITIVE_MODE token with user-requested primitive mode */
std::string primitive_mode_replacement = TessellationShaderUtils::getESTokenForPrimitiveMode(primitive_mode);
std::string primitive_mode_token = "PRIMITIVE_MODE";
std::size_t primitive_mode_token_position = std::string::npos;
primitive_mode_token_position = body_string.find(primitive_mode_token);
while (primitive_mode_token_position != std::string::npos)
{
body_string = body_string.replace(primitive_mode_token_position, primitive_mode_token.length(),
primitive_mode_replacement);
primitive_mode_token_position = body_string.find(primitive_mode_token);
}
body_raw_ptr = body_string.c_str();
shaderSourceSpecialized(run.tes_id, 1 /* count */, &body_raw_ptr);
GLU_EXPECT_NO_ERROR(gl.getError(), "glShaderSource() call failed for tessellation evaluation shader");
}
/* Set geometry shader's body (if requested) */
if (should_use_geometry_shader)
{
std::stringstream body_sstream;
std::string body_string;
const char *body_raw_ptr = DE_NULL;
body_sstream << "${VERSION}\n"
"\n"
"${GEOMETRY_SHADER_REQUIRE}\n";
if (should_pass_point_size_data_in_gs)
{
body_sstream << "${GEOMETRY_POINT_SIZE_REQUIRE}\n";
}
body_sstream << "${SHADER_IO_BLOCKS_REQUIRE}\n"
"\n"
"layout(points) in;\n"
"layout(max_vertices = 2, points) out;\n"
"\n"
"in OUT_TE\n"
"{\n";
if (should_pass_point_size_data_in_ts)
{
body_sstream << " float tc_pointSize;\n"
" float te_pointSize;\n";
}
body_sstream << " vec4 tc_position;\n"
" vec4 tc_value1;\n"
" ivec4 tc_value2;\n"
" vec4 te_position;\n"
"} in_data[1];\n"
"\n"
"out float gs_tc_pointSize;\n"
"out float gs_te_pointSize;\n"
"out vec4 gs_tc_position;\n"
"out vec4 gs_tc_value1;\n"
"flat out ivec4 gs_tc_value2;\n"
"out vec4 gs_te_position;\n"
"\n"
"void main()\n"
"{\n";
if (should_pass_point_size_data_in_gs)
{
body_sstream << " gs_tc_pointSize = in_data[0].tc_pointSize;\n"
" gs_te_pointSize = in_data[0].te_pointSize;\n";
}
body_sstream << " gs_tc_position = in_data[0].tc_position;\n"
" gs_tc_value1 = in_data[0].tc_value1;\n"
" gs_tc_value2 = in_data[0].tc_value2;\n"
" gs_te_position = in_data[0].te_position;\n"
" EmitVertex();\n";
if (should_pass_point_size_data_in_gs)
{
body_sstream << " gs_tc_pointSize = in_data[0].tc_pointSize + 1.0;\n"
" gs_te_pointSize = in_data[0].te_pointSize + 1.0;\n";
}
body_sstream << " gs_tc_position = in_data[0].tc_position + vec4(1.0);\n"
" gs_tc_value1 = in_data[0].tc_value1 + vec4(1.0);\n"
" gs_tc_value2 = in_data[0].tc_value2 + ivec4(1);\n"
" gs_te_position = in_data[0].te_position + vec4(1.0);\n"
"\n"
" EmitVertex();\n"
"\n"
"}\n";
body_string = body_sstream.str();
body_raw_ptr = body_string.c_str();
shaderSourceSpecialized(run.gs_id, 1 /* count */, &body_raw_ptr);
GLU_EXPECT_NO_ERROR(gl.getError(), "glShaderSource() call failed for geometry shader");
}
/* Configure varyings */
unsigned int n_varyings = 0;
int varying_tc_pointSize_offset = -1;
int varying_tc_position_offset = -1;
int varying_tc_value1_offset = -1;
int varying_tc_value2_offset = -1;
int varying_te_patch_data_offset = -1;
int varying_te_pointSize_offset = -1;
int varying_te_position_offset = -1;
const unsigned int varying_patch_data_size = sizeof(float) * 4; /* vec4 */
const unsigned int varying_pointSize_size = sizeof(float);
const unsigned int varying_position_size = sizeof(float) * 4; /* vec4 */
const unsigned int varying_value1_size = sizeof(float) * 4; /* vec4 */
const unsigned int varying_value2_size = sizeof(int) * 4; /* ivec4 */
const char **varyings = DE_NULL;
unsigned int varyings_size = 0;
const char *gs_non_point_size_varyings[] = {"gs_tc_position", "gs_tc_value1", "gs_tc_value2", "gs_te_position"};
const char *gs_point_size_varyings[] = {"gs_tc_position", "gs_tc_value1", "gs_tc_value2",
"gs_te_position", "gs_tc_pointSize", "gs_te_pointSize"};
const char *non_gs_non_point_size_varyings[] = {"tc_position", "tc_value1", "tc_value2", "te_position",
"te_patch_data"};
const char *non_gs_point_size_varyings[] = {"tc_position", "tc_value1", "tc_value2", "te_position",
"tc_pointSize", "te_pointSize", "te_patch_data"};
if (should_use_geometry_shader)
{
if (should_pass_point_size_data_in_gs)
{
n_varyings = sizeof(gs_point_size_varyings) / sizeof(gs_point_size_varyings[0]);
varyings = gs_point_size_varyings;
varyings_size = varying_position_size + /* gs_tc_position */
varying_value1_size + /* gs_tc_value1 */
varying_value2_size + /* gs_tc_value2 */
varying_position_size + /* gs_te_position */
varying_pointSize_size + /* gs_tc_pointSize */
varying_pointSize_size; /* gs_te_pointSize */
varying_tc_position_offset = 0;
varying_tc_value1_offset = varying_tc_position_offset + varying_position_size;
varying_tc_value2_offset = varying_tc_value1_offset + varying_value1_size;
varying_te_position_offset = varying_tc_value2_offset + varying_value2_size;
varying_tc_pointSize_offset = varying_te_position_offset + varying_position_size;
varying_te_pointSize_offset = varying_tc_pointSize_offset + varying_pointSize_size;
}
else
{
n_varyings = sizeof(gs_non_point_size_varyings) / sizeof(gs_non_point_size_varyings[0]);
varyings = gs_non_point_size_varyings;
varyings_size = varying_position_size + /* gs_tc_position */
varying_value1_size + /* gs_tc_value1 */
varying_value2_size + /* gs_tc_value2 */
varying_position_size; /* gs_te_position */
varying_tc_position_offset = 0;
varying_tc_value1_offset = varying_tc_position_offset + varying_position_size;
varying_tc_value2_offset = varying_tc_value1_offset + varying_value1_size;
varying_te_position_offset = varying_tc_value2_offset + varying_value2_size;
}
} /* if (should_use_geometry_shader) */
else
{
if (should_pass_point_size_data_in_ts)
{
n_varyings = sizeof(non_gs_point_size_varyings) / sizeof(non_gs_point_size_varyings[0]);
varyings = non_gs_point_size_varyings;
varyings_size = varying_position_size + /* tc_position */
varying_value1_size + /* tc_value1 */
varying_value2_size + /* tc_value2 */
varying_position_size + /* te_position */
varying_pointSize_size + /* tc_pointSize */
varying_pointSize_size + /* te_pointSize */
varying_patch_data_size; /* tc_patch_data */
varying_tc_position_offset = 0;
varying_tc_value1_offset = varying_tc_position_offset + varying_position_size;
varying_tc_value2_offset = varying_tc_value1_offset + varying_value1_size;
varying_te_position_offset = varying_tc_value2_offset + varying_value2_size;
varying_tc_pointSize_offset = varying_te_position_offset + varying_position_size;
varying_te_pointSize_offset = varying_tc_pointSize_offset + varying_pointSize_size;
varying_te_patch_data_offset = varying_te_pointSize_offset + varying_pointSize_size;
}
else
{
n_varyings = sizeof(non_gs_non_point_size_varyings) / sizeof(non_gs_non_point_size_varyings[0]);
varyings = non_gs_non_point_size_varyings;
varyings_size = varying_position_size + /* tc_position */
varying_value1_size + /* tc_value1 */
varying_value2_size + /* tc_value2 */
varying_position_size + /* te_position */
varying_patch_data_size; /* tc_patch_data */
varying_tc_position_offset = 0;
varying_tc_value1_offset = varying_tc_position_offset + varying_position_size;
varying_tc_value2_offset = varying_tc_value1_offset + varying_value1_size;
varying_te_position_offset = varying_tc_value2_offset + varying_value2_size;
varying_te_patch_data_offset = varying_te_position_offset + varying_position_size;
}
}
gl.transformFeedbackVaryings(run.po_id, n_varyings, varyings, GL_INTERLEAVED_ATTRIBS);
GLU_EXPECT_NO_ERROR(gl.getError(), "glTransformFeedbackVaryings() call failed");
/* Compile all the shader objects */
const glw::GLuint shaders[] = {run.fs_id, run.gs_id, run.tcs_id, run.tes_id, run.vs_id};
const unsigned int n_shaders = sizeof(shaders) / sizeof(shaders[0]);
for (unsigned int n_shader = 0; n_shader < n_shaders; ++n_shader)
{
glw::GLuint shader = shaders[n_shader];
if (shader != 0)
{
m_utils_ptr->compileShaders(1 /* n_shaders */, &shader, true);
}
}
/* Link the program object */
gl.linkProgram(run.po_id);
GLU_EXPECT_NO_ERROR(gl.getError(), "glLinkProgram() call failed");
/* Make sure the linking has succeeded */
glw::GLint link_status = GL_FALSE;
gl.getProgramiv(run.po_id, GL_LINK_STATUS, &link_status);
GLU_EXPECT_NO_ERROR(gl.getError(), "glGetProgramiv() failed");
if (link_status != GL_TRUE)
{
TCU_FAIL("Program linking failed");
}
/* Now that we have a linked program object, it's time to determine how much space
* we will need to hold XFB data.
*/
unsigned int bo_size = 0;
unsigned int n_result_tess_coords = 0;
const float tess_levels[] = /* as per shaders constructed by the test */
{4.0f, 4.0f, 4.0f, 4.0f};
n_result_tess_coords = m_utils_ptr->getAmountOfVerticesGeneratedByTessellator(
run.primitive_mode, tess_levels, tess_levels, TESSELLATION_SHADER_VERTEX_SPACING_EQUAL,
true); /* is_point_mode_enabled */
if (should_use_geometry_shader)
{
/* Geometry shader will output twice as many vertices */
n_result_tess_coords *= 2;
}
run.n_result_vertices_per_patch = n_result_tess_coords;
n_result_tess_coords *= m_n_input_vertices_per_run;
bo_size = n_result_tess_coords * varyings_size;
/* Proceed with buffer object storage allocation */
gl.bufferData(GL_TRANSFORM_FEEDBACK_BUFFER, bo_size, DE_NULL, /* data */
GL_STATIC_DRAW);
GLU_EXPECT_NO_ERROR(gl.getError(), "glBufferData() call failed");
/* Great, time to actually render the data! */
glw::GLenum tf_mode =
TessellationShaderUtils::getTFModeForPrimitiveMode(run.primitive_mode, true); /* is_point_mode_enabled */
gl.useProgram(run.po_id);
GLU_EXPECT_NO_ERROR(gl.getError(), "glUseProgram() failed");
gl.beginTransformFeedback(tf_mode);
GLU_EXPECT_NO_ERROR(gl.getError(), "glBeginTransformFeedback() failed");
{
gl.drawArrays(m_glExtTokens.PATCHES, 0 /* first */, m_n_input_vertices_per_run);
GLU_EXPECT_NO_ERROR(gl.getError(), "glDrawArrays() failed");
}
gl.endTransformFeedback();
GLU_EXPECT_NO_ERROR(gl.getError(), "glEndTransformFeedback() failed");
/* The data should have landed in the buffer object storage by now. Map the BO into
* process space. */
const void *bo_ptr = gl.mapBufferRange(GL_TRANSFORM_FEEDBACK_BUFFER, 0, /* offset */
bo_size, GL_MAP_READ_BIT);
GLU_EXPECT_NO_ERROR(gl.getError(), "glMapBufferRange() failed");
/* Extract varyings' data */
for (unsigned int n_tess_coord = 0; n_tess_coord < n_result_tess_coords; ++n_tess_coord)
{
const char *data = (const char *)bo_ptr + n_tess_coord * varyings_size;
if (varying_tc_position_offset != -1)
{
const float *position_data((const float *)(data + varying_tc_position_offset));
_vec4 new_entry(position_data[0], position_data[1], position_data[2], position_data[3]);
run.result_tc_position_data.push_back(new_entry);
}
if (varying_tc_value1_offset != -1)
{
const float *value1_data((const float *)(data + varying_tc_value1_offset));
_vec4 new_entry(value1_data[0], value1_data[1], value1_data[2], value1_data[3]);
run.result_tc_value1_data.push_back(new_entry);
}
if (varying_tc_value2_offset != -1)
{
const int *value2_data((const int *)(data + varying_tc_value2_offset));
_ivec4 new_entry(value2_data[0], value2_data[1], value2_data[2], value2_data[3]);
run.result_tc_value2_data.push_back(new_entry);
}
if (varying_te_position_offset != -1)
{
const float *position_data((const float *)(data + varying_te_position_offset));
_vec4 new_entry(position_data[0], position_data[1], position_data[2], position_data[3]);
run.result_te_position_data.push_back(new_entry);
}
if (varying_tc_pointSize_offset != -1)
{
const float *pointSize_ptr((const float *)(data + varying_tc_pointSize_offset));
run.result_tc_pointSize_data.push_back(*pointSize_ptr);
}
if (varying_te_pointSize_offset != -1)
{
const float *pointSize_ptr((const float *)(data + varying_te_pointSize_offset));
run.result_te_pointSize_data.push_back(*pointSize_ptr);
}
if (varying_te_patch_data_offset != -1)
{
const float *patch_data_ptr((const float *)(data + varying_te_patch_data_offset));
_vec4 new_entry(patch_data_ptr[0], patch_data_ptr[1], patch_data_ptr[2], patch_data_ptr[3]);
run.result_te_patch_data.push_back(new_entry);
}
} /* for (all XFB data associated with tessellated coordinates) */
/* Now that we're done extracting the data we need, we're fine to unmap the buffer object */
gl.unmapBuffer(GL_TRANSFORM_FEEDBACK_BUFFER);
GLU_EXPECT_NO_ERROR(gl.getError(), "glUnmapBuffer() failed");
}
/** Executes the test.
*
* Sets the test result to QP_TEST_RESULT_FAIL if the test failed, QP_TEST_RESULT_PASS otherwise.
*
* Note the function throws exception should an error occur!
*
* @return STOP if the test has finished, CONTINUE to indicate iterate() should be called once again.
**/
tcu::TestNode::IterateResult TessellationShaderTCTEDataPassThrough::iterate(void)
{
const float epsilon = 1e-5f;
/* Initialize ES test objects */
initTest();
/* Iterate over all runs */
for (_runs_const_iterator run_iterator = m_runs.begin(); run_iterator != m_runs.end(); ++run_iterator)
{
const _run &run = *run_iterator;
/* Check result tc_pointSize data if available */
unsigned int n_vertex = 0;
for (std::vector<glw::GLfloat>::const_iterator data_iterator = run.result_tc_pointSize_data.begin();
data_iterator != run.result_tc_pointSize_data.end(); data_iterator++, n_vertex++)
{
const glw::GLfloat data = *data_iterator;
unsigned int vertex_id = n_vertex / run.n_result_vertices_per_patch;
float expected_value = 1.0f / (float(vertex_id) + 1.0f);
if (run.gs_id != 0 && (n_vertex % 2) != 0)
{
/* Odd vertices emitted by geometry shader add 1 to all components */
expected_value += 1.0f;
}
if (de::abs(data - expected_value) > epsilon)
{
m_testCtx.getLog() << tcu::TestLog::Message << "Invalid tc_pointSize value found at index [" << n_vertex
<< "];"
" expected:["
<< expected_value
<< "], "
" found:["
<< data << "]." << tcu::TestLog::EndMessage;
TCU_FAIL("Invalid tc_pointSize value found");
}
}
/* Check result tc_position data if available */
n_vertex -= n_vertex;
for (std::vector<_vec4>::const_iterator data_iterator = run.result_tc_position_data.begin();
data_iterator != run.result_tc_position_data.end(); data_iterator++, n_vertex++)
{
const _vec4 &data = *data_iterator;
float expected_value = (float)(n_vertex / run.n_result_vertices_per_patch);
if (run.gs_id != 0 && (n_vertex % 2) != 0)
{
/* Odd vertices emitted by geometry shader add 1 to all components */
expected_value += 1.0f;
}
if (de::abs(data.x - expected_value) > epsilon || de::abs(data.y - expected_value) > epsilon ||
de::abs(data.z - expected_value) > epsilon || de::abs(data.w - expected_value) > epsilon)
{
m_testCtx.getLog() << tcu::TestLog::Message << "Invalid tc_position value found at index [" << n_vertex
<< "];"
" expected:"
" ["
<< expected_value << ", " << expected_value << ", " << expected_value << ", "
<< expected_value
<< "], found:"
" ["
<< data.x << ", " << data.y << ", " << data.z << ", " << data.w << "]."
<< tcu::TestLog::EndMessage;
TCU_FAIL("Invalid tc_position value found");
}
}
/* Check result tc_value1 data if available */
n_vertex -= n_vertex;
for (std::vector<_vec4>::const_iterator data_iterator = run.result_tc_value1_data.begin();
data_iterator != run.result_tc_value1_data.end(); data_iterator++, n_vertex++)
{
const _vec4 &data = *data_iterator;
unsigned int vertex_id = n_vertex / run.n_result_vertices_per_patch;
_vec4 expected_value = _vec4((float)vertex_id, ((float)vertex_id) * 0.5f, ((float)vertex_id) * 0.25f,
((float)vertex_id) * 0.125f);
/* TE uses an even vertex outputted by TC, so we need
* to multiply the expected value by 2.
*/
expected_value.x *= 2.0f;
expected_value.y *= 2.0f;
expected_value.z *= 2.0f;
expected_value.w *= 2.0f;
if (run.gs_id != 0 && (n_vertex % 2) != 0)
{
/* Odd vertices emitted by geometry shader add 1 to all components */
expected_value.x += 1.0f;
expected_value.y += 1.0f;
expected_value.z += 1.0f;
expected_value.w += 1.0f;
}
if (de::abs(data.x - expected_value.x) > epsilon || de::abs(data.y - expected_value.y) > epsilon ||
de::abs(data.z - expected_value.z) > epsilon || de::abs(data.w - expected_value.w) > epsilon)
{
m_testCtx.getLog() << tcu::TestLog::Message << "Invalid tc_value1 value found at index [" << n_vertex
<< "];"
" expected:"
" ["
<< expected_value.x << ", " << expected_value.y << ", " << expected_value.z << ", "
<< expected_value.w
<< "], found:"
" ["
<< data.x << ", " << data.y << ", " << data.z << ", " << data.w << "]."
<< tcu::TestLog::EndMessage;
TCU_FAIL("Invalid tc_value1 value found");
}
}
/* Check result tc_value2 data if available */
n_vertex -= n_vertex;
for (std::vector<_ivec4>::const_iterator data_iterator = run.result_tc_value2_data.begin();
data_iterator != run.result_tc_value2_data.end(); data_iterator++, n_vertex++)
{
const _ivec4 &data = *data_iterator;
unsigned int vertex_id = n_vertex / run.n_result_vertices_per_patch;
_ivec4 expected_value = _ivec4(vertex_id, vertex_id + 1, vertex_id + 2, vertex_id + 3);
if (run.gs_id != 0 && (n_vertex % 2) != 0)
{
/* Odd vertices emitted by geometry shader add 1 to all components */
expected_value.x++;
expected_value.y++;
expected_value.z++;
expected_value.w++;
}
if (data.x != expected_value.x || data.y != expected_value.y || data.z != expected_value.z ||
data.w != expected_value.w)
{
m_testCtx.getLog() << tcu::TestLog::Message << "Invalid tc_value2 value found at index [" << n_vertex
<< "];"
" expected:"
" ["
<< expected_value.x << ", " << expected_value.y << ", " << expected_value.z << ", "
<< expected_value.w
<< "], found:"
" ["
<< data.x << ", " << data.y << ", " << data.z << ", " << data.w << "]."
<< tcu::TestLog::EndMessage;
TCU_FAIL("Invalid tc_value2 value found");
}
}
/* Check result te_pointSize data if available */
n_vertex -= n_vertex;
for (std::vector<glw::GLfloat>::const_iterator data_iterator = run.result_te_pointSize_data.begin();
data_iterator != run.result_te_pointSize_data.end(); data_iterator++, n_vertex++)
{
const glw::GLfloat data = *data_iterator;
unsigned int vertex_id = n_vertex / run.n_result_vertices_per_patch;
float expected_value = 2.0f / (float(vertex_id) + 1.0f);
if (run.gs_id != 0 && (n_vertex % 2) != 0)
{
/* Odd vertices emitted by geometry shader add 1 to all components */
expected_value += 1.0f;
}
if (de::abs(data - expected_value) > epsilon)
{
m_testCtx.getLog() << tcu::TestLog::Message << "Invalid te_pointSize value found at index [" << n_vertex
<< "];"
" expected:["
<< expected_value
<< "], "
" found:["
<< data << "]." << tcu::TestLog::EndMessage;
TCU_FAIL("Invalid te_pointSize value found");
}
}
/* Check result te_position data if available */
n_vertex -= n_vertex;
for (std::vector<_vec4>::const_iterator data_iterator = run.result_te_position_data.begin();
data_iterator != run.result_te_position_data.end(); data_iterator++, n_vertex++)
{
const _vec4 &data = *data_iterator;
float expected_value = (float)(n_vertex / run.n_result_vertices_per_patch);
/* te_position should be equal to tc_position, with 3 added to all components */
expected_value += 3.0f;
if (run.gs_id != 0 && (n_vertex % 2) != 0)
{
/* Odd vertices emitted by geometry shader add 1 to all components */
expected_value += 1.0f;
}
if (de::abs(data.x - expected_value) > epsilon || de::abs(data.y - expected_value) > epsilon ||
de::abs(data.z - expected_value) > epsilon || de::abs(data.w - expected_value) > epsilon)
{
m_testCtx.getLog() << tcu::TestLog::Message << "Invalid te_position value found at index [" << n_vertex
<< "];"
" expected:"
" ["
<< expected_value << ", " << expected_value << ", " << expected_value << ", "
<< expected_value
<< "], found:"
" ["
<< data.x << ", " << data.y << ", " << data.z << ", " << data.w << "]."
<< tcu::TestLog::EndMessage;
TCU_FAIL("Invalid te_position value found");
}
}
/* Check result tc_patch_data data if available */
n_vertex -= n_vertex;
for (std::vector<_vec4>::const_iterator data_iterator = run.result_te_patch_data.begin();
data_iterator != run.result_te_patch_data.end(); data_iterator++, n_vertex++)
{
const _vec4 &data = *data_iterator;
unsigned int vertex_id = n_vertex / run.n_result_vertices_per_patch;
_vec4 expected_value = _vec4((float)vertex_id, ((float)vertex_id) * 0.5f, ((float)vertex_id) * 0.25f,
((float)vertex_id) * 0.125f);
/* TE uses an even vertex outputted by TC, so we need
* to multiply the expected value by 2.
*/
expected_value.x *= 2.0f;
expected_value.y *= 2.0f;
expected_value.z *= 2.0f;
expected_value.w *= 2.0f;
if (de::abs(data.x - expected_value.x) > epsilon || de::abs(data.y - expected_value.y) > epsilon ||
de::abs(data.z - expected_value.z) > epsilon || de::abs(data.w - expected_value.w) > epsilon)
{
m_testCtx.getLog() << tcu::TestLog::Message << "Invalid tc_patch_data value found at index ["
<< n_vertex
<< "];"
" expected:"
" ["
<< expected_value.x << ", " << expected_value.y << ", " << expected_value.z << ", "
<< expected_value.w
<< "], found:"
" ["
<< data.x << ", " << data.y << ", " << data.z << ", " << data.w << "]."
<< tcu::TestLog::EndMessage;
TCU_FAIL("Invalid tc_patch_data value found");
}
}
} /* for (all runs) */
/* All done */
m_testCtx.setTestResult(QP_TEST_RESULT_PASS, "Pass");
return STOP;
}
/** Constructor
*
* @param context Test context
**/
TessellationShaderTCTEgl_in::TessellationShaderTCTEgl_in(Context &context, const ExtParameters &extParams)
: TestCaseBase(context, extParams, "gl_in",
"Verifies values of gl_in[] in a tessellation evaluation shader "
"are taken from output variables of a tessellation control shader"
"if one is present.")
, m_bo_id(0)
, m_fs_id(0)
, m_po_id(0)
, m_tcs_id(0)
, m_tes_id(0)
, m_vao_id(0)
, m_vs_id(0)
{
/* Left blank on purpose */
}
/** Deinitializes all ES objects created for the test. */
void TessellationShaderTCTEgl_in::deinit()
{
/** Call base class' deinit() function */
TestCaseBase::deinit();
if (!m_is_tessellation_shader_supported)
{
return;
}
const glw::Functions &gl = m_context.getRenderContext().getFunctions();
/* Revert TF buffer object bindings */
gl.bindBuffer(GL_TRANSFORM_FEEDBACK_BUFFER, 0 /* buffer */);
gl.bindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0 /* index */, 0 /* buffer */);
/* Reset GL_PATCH_VERTICES_EXT value to the default setting */
gl.patchParameteri(m_glExtTokens.PATCH_VERTICES, 3);
/* Disable GL_RASTERIZER_DISCARD mdoe */
gl.disable(GL_RASTERIZER_DISCARD);
/* Unbind vertex array object */
gl.bindVertexArray(0);
/* Release all objects we might've created */
if (m_bo_id != 0)
{
gl.deleteBuffers(1, &m_bo_id);
m_bo_id = 0;
}
if (m_fs_id != 0)
{
gl.deleteShader(m_fs_id);
m_fs_id = 0;
}
if (m_po_id != 0)
{
gl.deleteProgram(m_po_id);
m_po_id = 0;
}
if (m_tcs_id != 0)
{
gl.deleteShader(m_tcs_id);
m_tcs_id = 0;
}
if (m_tes_id != 0)
{
gl.deleteShader(m_tes_id);
m_tes_id = 0;
}
if (m_vs_id != 0)
{
gl.deleteShader(m_vs_id);
m_vs_id = 0;
}
if (m_vao_id != 0)
{
gl.deleteVertexArrays(1, &m_vao_id);
m_vao_id = 0;
}
}
/** Initializes all ES objects that will be used for the test. */
void TessellationShaderTCTEgl_in::initTest()
{
/* The test requires EXT_tessellation_shader */
if (!m_is_tessellation_shader_supported)
{
throw tcu::NotSupportedError(TESSELLATION_SHADER_EXTENSION_NOT_SUPPORTED);
}
/* Generate a program object we will later configure */
const glw::Functions &gl = m_context.getRenderContext().getFunctions();
/* Initialize vertex array object */
gl.genVertexArrays(1, &m_vao_id);
GLU_EXPECT_NO_ERROR(gl.getError(), "Could not generate vertex array object");
gl.bindVertexArray(m_vao_id);
GLU_EXPECT_NO_ERROR(gl.getError(), "Error binding vertex array object!");
/* Create program object */
m_po_id = gl.createProgram();
GLU_EXPECT_NO_ERROR(gl.getError(), "glCreateProgram() failed");
/* Generate shader objects the test will use */
m_fs_id = gl.createShader(GL_FRAGMENT_SHADER);
m_tcs_id = gl.createShader(m_glExtTokens.TESS_CONTROL_SHADER);
m_tes_id = gl.createShader(m_glExtTokens.TESS_EVALUATION_SHADER);
m_vs_id = gl.createShader(GL_VERTEX_SHADER);
GLU_EXPECT_NO_ERROR(gl.getError(), "glCreateShader() failed");
/* Configure fragment shader */
const char *fs_body = "${VERSION}\n"
"\n"
"void main()\n"
"{\n"
"}\n";
shaderSourceSpecialized(m_fs_id, 1 /* count */, &fs_body);
GLU_EXPECT_NO_ERROR(gl.getError(), "glShaderSource() failed for fragment shader object");
/* Configure tessellation control shader */
const char *tc_body = "${VERSION}\n"
"\n"
/* Required EXT_tessellation_shader functionality */
"${TESSELLATION_SHADER_REQUIRE}\n"
"\n"
"layout (vertices = 1) out;\n"
"\n"
"out float out_float[];\n"
"out int out_int[];\n"
"out ivec3 out_ivec3[];\n"
"out mat2 out_mat2[];\n"
"out uint out_uint[];\n"
"out uvec2 out_uvec2[];\n"
"out vec4 out_vec4[];\n"
"\n"
"out struct\n"
"{\n"
" int test1;\n"
" float test2;\n"
"} out_struct[];\n"
/* Body */
"void main()\n"
"{\n"
" gl_out [gl_InvocationID].gl_Position = vec4(5.0, 6.0, 7.0, 8.0);\n"
" gl_TessLevelOuter[0] = 1.0;\n"
" gl_TessLevelOuter[1] = 1.0;\n"
"\n"
" out_float[gl_InvocationID] = 22.0;\n"
" out_int [gl_InvocationID] = 23;\n"
" out_ivec3[gl_InvocationID] = ivec3(24, 25, 26);\n"
" out_mat2 [gl_InvocationID] = mat2(vec2(27.0, 28.0), vec2(29.0, 30.0) );\n"
" out_uint [gl_InvocationID] = 31u;\n"
" out_uvec2[gl_InvocationID] = uvec2(32, 33);\n"
" out_vec4 [gl_InvocationID] = vec4(34.0, 35.0, 36.0, 37.0);\n"
"\n"
" out_struct[gl_InvocationID].test1 = 38;\n"
" out_struct[gl_InvocationID].test2 = 39.0;\n"
"}\n";
shaderSourceSpecialized(m_tcs_id, 1 /* count */, &tc_body);
GLU_EXPECT_NO_ERROR(gl.getError(), "glShaderSource() failed for tessellation control shader object");
/* Configure tessellation evaluation shader */
const char *te_body = "${VERSION}\n"
"\n"
"${TESSELLATION_SHADER_REQUIRE}\n"
"\n"
"layout (isolines, point_mode) in;\n"
"\n"
"in float out_float[];\n"
"in int out_int[];\n"
"in ivec3 out_ivec3[];\n"
"in mat2 out_mat2[];\n"
"in uint out_uint[];\n"
"in uvec2 out_uvec2[];\n"
"in vec4 out_vec4[];\n"
"in struct\n"
"{\n"
" int test1;\n"
" float test2;\n"
"} out_struct[];\n"
"\n"
"out float result_float;\n"
"flat out int result_int;\n"
"flat out ivec3 result_ivec3;\n"
"out mat2 result_mat2;\n"
"flat out int result_struct_test1;\n"
"out float result_struct_test2;\n"
"flat out uint result_uint;\n"
"flat out uvec2 result_uvec2;\n"
"out vec4 result_vec4;\n"
"\n"
"void main()\n"
"{\n"
" gl_Position = gl_in[0].gl_Position;\n"
"\n"
" result_float = out_float [0];\n"
" result_int = out_int [0];\n"
" result_ivec3 = out_ivec3 [0];\n"
" result_mat2 = out_mat2 [0];\n"
" result_struct_test1 = out_struct[0].test1;\n"
" result_struct_test2 = out_struct[0].test2;\n"
" result_uint = out_uint [0];\n"
" result_uvec2 = out_uvec2 [0];\n"
" result_vec4 = out_vec4 [0];\n"
"}\n";
shaderSourceSpecialized(m_tes_id, 1 /* count */, &te_body);
GLU_EXPECT_NO_ERROR(gl.getError(), "glShaderSource() failed for tessellation evaluation shader object");
/* Configure vertex shader */
const char *vs_body = "${VERSION}\n"
"\n"
"${SHADER_IO_BLOCKS_ENABLE}\n"
"\n"
"out float out_float;\n"
"flat out int out_int;\n"
"flat out ivec3 out_ivec3;\n"
"out mat2 out_mat2;\n"
"flat out uint out_uint;\n"
"flat out uvec2 out_uvec2;\n"
"out vec4 out_vec4;\n"
"\n"
"flat out struct\n"
"{\n"
" int test1;\n"
" float test2;\n"
"} out_struct;\n"
"\n"
"void main()\n"
"{\n"
" gl_Position = vec4(1.0, 2.0, 3.0, 4.0);\n"
"\n"
" out_float = 1.0;\n"
" out_int = 2;\n"
" out_ivec3 = ivec3(3, 4, 5);\n"
" out_mat2 = mat2(vec2(6.0, 7.0), vec2(8.0, 9.0) );\n"
" out_uint = 10u;\n"
" out_uvec2 = uvec2(11u, 12u);\n"
" out_vec4 = vec4(12.0, 13.0, 14.0, 15.0);\n"
" out_struct.test1 = 20;\n"
" out_struct.test2 = 21.0;\n"
"}\n";
shaderSourceSpecialized(m_vs_id, 1 /* count */, &vs_body);
GLU_EXPECT_NO_ERROR(gl.getError(), "glShaderSource() failed for vertex shader object");
/* Compile all shaders of our interest */
const glw::GLuint shaders[] = {m_fs_id, m_tcs_id, m_tes_id, m_vs_id};
const unsigned int n_shaders = sizeof(shaders) / sizeof(shaders[0]);
for (unsigned int n_shader = 0; n_shader < n_shaders; ++n_shader)
{
glw::GLint compile_status = GL_FALSE;
glw::GLuint shader = shaders[n_shader];
gl.compileShader(shader);
GLU_EXPECT_NO_ERROR(gl.getError(), "glCompileShader() call failed");
gl.getShaderiv(shader, GL_COMPILE_STATUS, &compile_status);
GLU_EXPECT_NO_ERROR(gl.getError(), "glGetShaderiv() call failed");
if (compile_status != GL_TRUE)
{
const char *src[] = {fs_body, tc_body, te_body, vs_body};
m_testCtx.getLog() << tcu::TestLog::Message << "Compilation of shader object at index " << n_shader
<< " failed.\n"
<< "Info log:\n"
<< getCompilationInfoLog(shader) << "Shader:\n"
<< src[n_shader] << tcu::TestLog::EndMessage;
TCU_FAIL("Shader compilation failed");
}
} /* for (all shaders) */
/* Attach the shaders to the test program object, set up XFB and then link the program */
glw::GLint link_status = GL_FALSE;
glw::GLint n_xfb_varyings = 0;
const glw::GLchar **xfb_varyings = NULL;
glw::GLint xfb_size = 0;
getXFBProperties(&xfb_varyings, &n_xfb_varyings, &xfb_size);
gl.transformFeedbackVaryings(m_po_id, n_xfb_varyings, xfb_varyings, GL_INTERLEAVED_ATTRIBS);
GLU_EXPECT_NO_ERROR(gl.getError(), "glTransformFeedbackVaryings() call failed");
gl.attachShader(m_po_id, m_fs_id);
gl.attachShader(m_po_id, m_tcs_id);
gl.attachShader(m_po_id, m_tes_id);
gl.attachShader(m_po_id, m_vs_id);
GLU_EXPECT_NO_ERROR(gl.getError(), "glAttachShader() call(s) failed.");
gl.linkProgram(m_po_id);
GLU_EXPECT_NO_ERROR(gl.getError(), "glLinkProgram() call failed.");
gl.getProgramiv(m_po_id, GL_LINK_STATUS, &link_status);
GLU_EXPECT_NO_ERROR(gl.getError(), "glGetProgramiv() call failed.");
if (link_status != GL_TRUE)
{
TCU_FAIL("Program linking failed");
}
/* Generate and set up a buffer object we will use to hold XFBed data. */
gl.genBuffers(1, &m_bo_id);
GLU_EXPECT_NO_ERROR(gl.getError(), "glGenBuffers() call failed");
gl.bindBuffer(GL_TRANSFORM_FEEDBACK_BUFFER, m_bo_id);
GLU_EXPECT_NO_ERROR(gl.getError(), "glBindBuffer() call failed");
gl.bindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0 /* index */, m_bo_id);
GLU_EXPECT_NO_ERROR(gl.getError(), "glBindBufferBase() call failed");
gl.bufferData(GL_TRANSFORM_FEEDBACK_BUFFER, xfb_size, NULL /* data */, GL_STATIC_DRAW);
GLU_EXPECT_NO_ERROR(gl.getError(), "glBufferData() call failed");
/* We're good to execute the test! */
}
/** Retrieves XFB-specific properties that are used in various locations of
* this test implementation.
*
* @param out_names Deref will be used to store location of an array keeping
* names of varyings that should be used for TF. Can be NULL,
* in which case nothing will be stored under *out_names.
* @param out_n_names Deref will be used to store number of strings the @param
* out_names array holds. Can be NULL, in which case nothing
* will be stored under *out_n_names.
* @param out_xfb_size Deref will be used to store amount of bytes needed to hold
* all data generated by a draw call used by this test. Can be
* NULL, in which case nothing will be stored under *out_xfb_size.
**/
void TessellationShaderTCTEgl_in::getXFBProperties(const glw::GLchar ***out_names, glw::GLint *out_n_names,
glw::GLint *out_xfb_size)
{
static const glw::GLchar *xfb_varyings[] = {
"result_float", "result_int", "result_ivec3", "result_mat2", "result_struct_test1",
"result_struct_test2", "result_uint", "result_uvec2", "result_vec4", "gl_Position"};
static const unsigned int xfb_size = (sizeof(float) + /* result_float */
sizeof(int) + /* result_int */
sizeof(int) * 3 + /* result_ivec3 */
sizeof(float) * 4 + /* result_mat2 */
sizeof(int) + /* result_struct_test1 */
sizeof(float) + /* result_struct_test2 */
sizeof(int) + /* result_uint */
sizeof(int) * 2 + /* result_uvec2 */
sizeof(float) * 4 + /* result_vec4 */
sizeof(float) * 4) * /* gl_Position */
2; /* two points will be generated by tessellation */
static const unsigned int n_xfb_varyings = sizeof(xfb_varyings) / sizeof(xfb_varyings[0]);
if (out_names != NULL)
{
*out_names = xfb_varyings;
}
if (out_n_names != NULL)
{
*out_n_names = n_xfb_varyings;
}
if (out_xfb_size != NULL)
{
/* NOTE: Tessellator is expected to generate two points for the purpose of
* this test, which is why we need to multiply the amount of bytes store
* in xfb_size by two.
*/
*out_xfb_size = xfb_size * 2;
}
}
/** Executes the test.
*
* Sets the test result to QP_TEST_RESULT_FAIL if the test failed, QP_TEST_RESULT_PASS otherwise.
*
* Note the function throws exception should an error occur!
*
* @return STOP if the test has finished, CONTINUE to indicate iterate() should be called once again.
**/
tcu::TestNode::IterateResult TessellationShaderTCTEgl_in::iterate(void)
{
/* Initialize ES test objects */
initTest();
/* Our program object takes a single vertex per patch */
const glw::Functions &gl = m_context.getRenderContext().getFunctions();
gl.patchParameteri(m_glExtTokens.PATCH_VERTICES, 1);
GLU_EXPECT_NO_ERROR(gl.getError(), "glPatchParameteriEXT() call failed");
/* Render the geometry. We're only interested in XFB data, not the visual outcome,
* so disable rasterization before we fire a draw call.
*/
gl.useProgram(m_po_id);
GLU_EXPECT_NO_ERROR(gl.getError(), "glUseProgram() call failed");
gl.enable(GL_RASTERIZER_DISCARD);
GLU_EXPECT_NO_ERROR(gl.getError(), "glEnable(GL_RASTERIZER_DISCARD) call failed");
gl.beginTransformFeedback(GL_POINTS);
GLU_EXPECT_NO_ERROR(gl.getError(), "glBeginTransformFeedback(GL_POINTS) call failed");
{
gl.drawArrays(m_glExtTokens.PATCHES, 0 /* first */, 1 /* count */);
GLU_EXPECT_NO_ERROR(gl.getError(), "glDrawArrays() call failed");
}
gl.endTransformFeedback();
GLU_EXPECT_NO_ERROR(gl.getError(), "glEndTransformFeedback() call failed");
/* Download the data we stored with TF */
glw::GLint n_xfb_names = 0;
void *rendered_data = NULL;
const glw::GLchar **xfb_names = NULL;
glw::GLint xfb_size = 0;
getXFBProperties(&xfb_names, &n_xfb_names, &xfb_size);
rendered_data = gl.mapBufferRange(GL_TRANSFORM_FEEDBACK_BUFFER, 0 /* offset */, xfb_size, GL_MAP_READ_BIT);
GLU_EXPECT_NO_ERROR(gl.getError(), "glMapBufferRange() call failed.");
/* Move through the result buffer and make sure the values we retrieved are valid.
* Note that two points will be generated by the tessellator, so run the checks
* twice.
*/
typedef enum
{
XFB_VARYING_TYPE_FLOAT,
XFB_VARYING_TYPE_INT,
XFB_VARYING_TYPE_UNKNOWN
} _xfb_varying_type;
unsigned char *traveller_ptr = (unsigned char *)rendered_data;
for (glw::GLint n_point = 0; n_point < 2 /* points */; ++n_point)
{
for (glw::GLint n_xfb_name = 0; n_xfb_name < n_xfb_names; ++n_xfb_name)
{
glw::GLfloat expected_value_float[4] = {0.0f};
glw::GLint expected_value_int[4] = {0};
std::string name = xfb_names[n_xfb_name];
unsigned int n_varying_components = 0;
_xfb_varying_type varying_type = XFB_VARYING_TYPE_UNKNOWN;
if (name.compare("result_float") == 0)
{
expected_value_float[0] = 22.0f;
n_varying_components = 1;
varying_type = XFB_VARYING_TYPE_FLOAT;
}
else if (name.compare("result_int") == 0)
{
expected_value_int[0] = 23;
n_varying_components = 1;
varying_type = XFB_VARYING_TYPE_INT;
}
else if (name.compare("result_ivec3") == 0)
{
expected_value_int[0] = 24;
expected_value_int[1] = 25;
expected_value_int[2] = 26;
n_varying_components = 3;
varying_type = XFB_VARYING_TYPE_INT;
}
else if (name.compare("result_mat2") == 0)
{
expected_value_float[0] = 27.0f;
expected_value_float[1] = 28.0f;
expected_value_float[2] = 29.0f;
expected_value_float[3] = 30.0f;
n_varying_components = 4;
varying_type = XFB_VARYING_TYPE_FLOAT;
}
else if (name.compare("result_struct_test1") == 0)
{
expected_value_int[0] = 38;
n_varying_components = 1;
varying_type = XFB_VARYING_TYPE_INT;
}
else if (name.compare("result_struct_test2") == 0)
{
expected_value_float[0] = 39.0f;
n_varying_components = 1;
varying_type = XFB_VARYING_TYPE_FLOAT;
}
else if (name.compare("result_uint") == 0)
{
expected_value_int[0] = 31;
n_varying_components = 1;
varying_type = XFB_VARYING_TYPE_INT;
}
else if (name.compare("result_uvec2") == 0)
{
expected_value_int[0] = 32;
expected_value_int[1] = 33;
n_varying_components = 2;
varying_type = XFB_VARYING_TYPE_INT;
}
else if (name.compare("result_vec4") == 0)
{
expected_value_float[0] = 34.0f;
expected_value_float[1] = 35.0f;
expected_value_float[2] = 36.0f;
expected_value_float[3] = 37.0f;
n_varying_components = 4;
varying_type = XFB_VARYING_TYPE_FLOAT;
}
else if (name.compare("gl_Position") == 0)
{
expected_value_float[0] = 5.0f;
expected_value_float[1] = 6.0f;
expected_value_float[2] = 7.0f;
expected_value_float[3] = 8.0f;
n_varying_components = 4;
varying_type = XFB_VARYING_TYPE_FLOAT;
}
else
{
TCU_FAIL("Unrecognized XFB name");
}
/* Move through the requested amount of components and perform type-specific
* comparison.
*/
const float epsilon = (float)1e-5;
for (unsigned int n_component = 0; n_component < n_varying_components; ++n_component)
{
switch (varying_type)
{
case XFB_VARYING_TYPE_FLOAT:
{
glw::GLfloat *rendered_value = (glw::GLfloat *)traveller_ptr;
if (de::abs(*rendered_value - expected_value_float[n_component]) > epsilon)
{
m_testCtx.getLog()
<< tcu::TestLog::Message << "Invalid component at index [" << n_component << "] "
<< "(found:" << *rendered_value << " expected:" << expected_value_float[n_component]
<< ") for varying [" << name.c_str() << "]" << tcu::TestLog::EndMessage;
}
traveller_ptr += sizeof(glw::GLfloat);
break;
}
case XFB_VARYING_TYPE_INT:
{
glw::GLint *rendered_value = (glw::GLint *)traveller_ptr;
if (*rendered_value != expected_value_int[n_component])
{
m_testCtx.getLog()
<< tcu::TestLog::Message << "Invalid component at index [" << n_component << "] "
<< "(found:" << *rendered_value << " expected:" << expected_value_int[n_component]
<< ") for varying [" << name.c_str() << "]" << tcu::TestLog::EndMessage;
TCU_FAIL("Invalid rendered value");
}
traveller_ptr += sizeof(glw::GLint);
break;
}
default:
{
TCU_FAIL("Unrecognized varying type");
}
} /* switch(varying_type) */
} /* for (all components) */
} /* for (all XFBed variables) */
} /* for (both points) */
/* Unmap the BO */
gl.unmapBuffer(GL_TRANSFORM_FEEDBACK_BUFFER);
GLU_EXPECT_NO_ERROR(gl.getError(), "glUnmapBuffer() call failed.");
/* All done */
m_testCtx.setTestResult(QP_TEST_RESULT_PASS, "Pass");
return STOP;
}
/** Constructor
*
* @param context Test context
**/
TessellationShaderTCTEgl_MaxPatchVertices_Position_PointSize::
TessellationShaderTCTEgl_MaxPatchVertices_Position_PointSize(Context &context, const ExtParameters &extParams)
: TestCaseBase(context, extParams, "gl_MaxPatchVertices_Position_PointSize",
"Verifies gl_Position and gl_PointSize (if supported) "
"are set to correct values in TE stage. Checks if up to "
"gl_MaxPatchVertices input block values can be accessed "
"from TE stage. Also verifies if TC/TE stage properties "
"can be correctly queried for both regular and separate "
"program objects.")
, m_bo_id(0)
, m_gl_max_patch_vertices_value(0)
, m_gl_max_tess_gen_level_value(0)
, m_utils_ptr(DE_NULL)
, m_vao_id(0)
{
/* Left blank on purpose */
}
/** Deinitializes all ES objects created for the test. */
void TessellationShaderTCTEgl_MaxPatchVertices_Position_PointSize::deinit()
{
/** Call base class' deinit() function */
TestCaseBase::deinit();
if (!m_is_tessellation_shader_supported)
{
return;
}
const glw::Functions &gl = m_context.getRenderContext().getFunctions();
/* Revert TF buffer object bindings */
gl.bindBuffer(GL_TRANSFORM_FEEDBACK_BUFFER, 0 /* buffer */);
gl.bindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0 /* index */, 0 /* buffer */);
/* Reset GL_PATCH_VERTICES_EXT value to the default setting */
gl.patchParameteri(m_glExtTokens.PATCH_VERTICES, 3);
/* Disable GL_RASTERIZER_DISCARD mode */
gl.disable(GL_RASTERIZER_DISCARD);
/* Unbind vertex array object */
gl.bindVertexArray(0);
/* Release all objects we might've created */
if (m_bo_id != 0)
{
gl.deleteBuffers(1, &m_bo_id);
m_bo_id = 0;
}
if (m_vao_id != 0)
{
gl.deleteVertexArrays(1, &m_vao_id);
m_vao_id = 0;
}
if (m_utils_ptr != DE_NULL)
{
delete m_utils_ptr;
m_utils_ptr = DE_NULL;
}
/* Release all test runs */
for (_runs::iterator it = m_runs.begin(); it != m_runs.end(); ++it)
{
deinitTestRun(*it);
}
m_runs.clear();
}
/** Deinitializes all ES objects generated for a test run */
void TessellationShaderTCTEgl_MaxPatchVertices_Position_PointSize::deinitTestRun(_run &run)
{
const glw::Functions &gl = m_context.getRenderContext().getFunctions();
if (run.fs_id != 0)
{
gl.deleteShader(run.fs_id);
run.fs_id = 0;
}
if (run.fs_program_id != 0)
{
gl.deleteProgram(run.fs_program_id);
run.fs_program_id = 0;
}
if (run.pipeline_object_id != 0)
{
gl.deleteProgramPipelines(1, &run.pipeline_object_id);
run.pipeline_object_id = 0;
}
if (run.po_id != 0)
{
gl.deleteProgram(run.po_id);
run.po_id = 0;
}
if (run.tc_id != 0)
{
gl.deleteShader(run.tc_id);
run.tc_id = 0;
}
if (run.tc_program_id != 0)
{
gl.deleteProgram(run.tc_program_id);
run.tc_program_id = 0;
}
if (run.te_id != 0)
{
gl.deleteShader(run.te_id);
run.te_id = 0;
}
if (run.te_program_id != 0)
{
gl.deleteProgram(run.te_program_id);
run.te_program_id = 0;
}
if (run.vs_id != 0)
{
gl.deleteShader(run.vs_id);
run.vs_id = 0;
}
if (run.vs_program_id != 0)
{
gl.deleteProgram(run.vs_program_id);
run.vs_program_id = 0;
}
}
/** Retrieves a dummy fragment shader code to be used for forming program objects
* used by the test.
*
* @return As per description.
**/
std::string TessellationShaderTCTEgl_MaxPatchVertices_Position_PointSize::getFragmentShaderCode(
bool should_accept_pointsize_data)
{
// Requires input to match previous stage's output
std::stringstream result_code;
result_code << "${VERSION}\n"
"\n"
"${SHADER_IO_BLOCKS_REQUIRE}\n"
"\n"
"precision highp float;\n"
"precision highp int;\n"
"out layout (location = 0) vec4 col;\n";
if (should_accept_pointsize_data)
{
result_code << "in float te_pointsize;\n";
}
result_code << "in vec4 te_position;\n"
"in vec2 te_value1;\n"
"in flat ivec4 te_value2;\n"
"\n"
"void main()\n"
"{\n"
" col = vec4(1.0, 1.0, 1.0, 1.0);\n"
"}\n";
return result_code.str();
}
/** Retrieves tessellation control shader source code, given user-provided arguments.
*
* @param should_pass_pointsize_data true if Tessellation Control shader should configure
* gl_PointSize value. This should be only set to true
* if the tested ES implementation reports support of
* GL_EXT_tessellation_point_size extension.
* @param inner_tess_levels Two FP values defining inner tessellation level values.
* Must not be NULL.
* @param outer_tess_levels Four FP values defining outer tessellation level values.
* Must not be NULL.
*
* @return As per description.
**/
std::string TessellationShaderTCTEgl_MaxPatchVertices_Position_PointSize::getTessellationControlShaderCode(
bool should_pass_pointsize_data, const glw::GLfloat *inner_tess_levels, const glw::GLfloat *outer_tess_levels)
{
std::stringstream result_code;
result_code << "${VERSION}\n"
"\n"
"${TESSELLATION_SHADER_REQUIRE}\n";
if (should_pass_pointsize_data)
{
result_code << "${TESSELLATION_POINT_SIZE_REQUIRE}\n";
}
result_code << "\n"
"layout(vertices = "
<< m_gl_max_patch_vertices_value
<< ") out;\n"
"\n";
if (should_pass_pointsize_data)
{
result_code << "${IN_PER_VERTEX_DECL_ARRAY_POINT_SIZE}";
result_code << "${OUT_PER_VERTEX_DECL_ARRAY_POINT_SIZE}";
}
else
{
result_code << "${IN_PER_VERTEX_DECL_ARRAY}";
result_code << "${OUT_PER_VERTEX_DECL_ARRAY}";
}
result_code << "out OUT_TC\n"
"{\n"
" vec2 value1;\n"
" ivec4 value2;\n"
"} result[];\n"
"\n"
"void main()\n"
"{\n";
if (should_pass_pointsize_data)
{
result_code << " gl_out[gl_InvocationID].gl_PointSize = 1.0 / float(gl_InvocationID + 1);\n";
}
result_code << " gl_out[gl_InvocationID].gl_Position = vec4( float(gl_InvocationID * 4 + 0), "
"float(gl_InvocationID * 4 + 1),\n"
" float(gl_InvocationID * 4 + 2), "
"float(gl_InvocationID * 4 + 3));\n"
" result[gl_InvocationID].value1 = vec2(1.0 / float(gl_InvocationID + 1), 1.0 / "
"float(gl_InvocationID + 2) );\n"
" result[gl_InvocationID].value2 = ivec4( gl_InvocationID + 1, "
"gl_InvocationID + 2,\n"
" gl_InvocationID + 3, "
"gl_InvocationID + 4);\n"
"\n"
" gl_TessLevelInner[0] = float("
<< inner_tess_levels[0]
<< ");\n"
" gl_TessLevelInner[1] = float("
<< inner_tess_levels[1]
<< ");\n"
" gl_TessLevelOuter[0] = float("
<< outer_tess_levels[0]
<< ");\n"
" gl_TessLevelOuter[1] = float("
<< outer_tess_levels[1]
<< ");\n"
" gl_TessLevelOuter[2] = float("
<< outer_tess_levels[2]
<< ");\n"
" gl_TessLevelOuter[3] = float("
<< outer_tess_levels[3]
<< ");\n"
"}\n";
return result_code.str();
}
/** Retrieves tessellation evaluation shader source code, given user-provided arguments.
*
* @param should_pass_pointsize_data true if Tessellation Evaluation shader should set
* gl_PointSize to the value set by Tessellation Control
* stage. This should be only set to true if the tested
* ES implementation reports support of GL_EXT_tessellation_point_size
* extension, and TC stage assigns a value to gl_PointSize.
* @param primitive_mode Primitive mode to use for the stage.
* @param vertex_ordering Vertex ordering to use for the stage.
* @param vertex_spacing Vertex spacing to use for the stage.
* @param is_point_mode_enabled true to make the TE stage work in point mode, false otherwise.
*
* @return As per description.
**/
std::string TessellationShaderTCTEgl_MaxPatchVertices_Position_PointSize::getTessellationEvaluationShaderCode(
bool should_pass_pointsize_data, _tessellation_primitive_mode primitive_mode,
_tessellation_shader_vertex_ordering vertex_ordering, _tessellation_shader_vertex_spacing vertex_spacing,
bool is_point_mode_enabled)
{
std::stringstream result_sstream;
std::string result;
result_sstream << "${VERSION}\n"
"\n"
"${TESSELLATION_SHADER_REQUIRE}\n";
if (should_pass_pointsize_data)
{
result_sstream << "${TESSELLATION_POINT_SIZE_REQUIRE}\n";
}
result_sstream << "\n"
"layout (TESSELLATOR_PRIMITIVE_MODE VERTEX_SPACING_MODE VERTEX_ORDERING POINT_MODE) in;\n"
"\n";
if (should_pass_pointsize_data)
{
result_sstream << "${IN_PER_VERTEX_DECL_ARRAY_POINT_SIZE}";
result_sstream << "${OUT_PER_VERTEX_DECL_POINT_SIZE}";
}
else
{
result_sstream << "${IN_PER_VERTEX_DECL_ARRAY}";
result_sstream << "${OUT_PER_VERTEX_DECL}";
}
result_sstream << "in OUT_TC\n"
"{\n"
" vec2 value1;\n"
" ivec4 value2;\n"
"} tc_data[];\n"
"\n";
if (should_pass_pointsize_data)
{
result_sstream << "out float te_pointsize;\n";
}
result_sstream << "out vec4 te_position;\n"
"out vec2 te_value1;\n"
"out flat ivec4 te_value2;\n"
"\n"
"void main()\n"
"{\n";
if (should_pass_pointsize_data)
{
result_sstream << " te_pointsize = 0.0;\n";
}
result_sstream << " te_position = vec4 (0.0);\n"
" te_value1 = vec2 (0.0);\n"
" te_value2 = ivec4(0);\n"
"\n"
" for (int n = 0; n < "
<< m_gl_max_patch_vertices_value
<< "; ++n)\n"
" {\n";
if (should_pass_pointsize_data)
{
result_sstream << " te_pointsize += gl_in[n].gl_PointSize;\n";
}
result_sstream << " te_position += gl_in [n].gl_Position;\n"
" te_value1 += tc_data[n].value1;\n"
" te_value2 += tc_data[n].value2;\n"
" }\n"
"}\n";
result = result_sstream.str();
/* Replace the tokens */
const char *point_mode_token = "POINT_MODE";
std::size_t point_mode_token_index = std::string::npos;
std::string primitive_mode_string = TessellationShaderUtils::getESTokenForPrimitiveMode(primitive_mode);
const char *primitive_mode_token = "TESSELLATOR_PRIMITIVE_MODE";
std::size_t primitive_mode_token_index = std::string::npos;
std::string vertex_ordering_string;
const char *vertex_ordering_token = "VERTEX_ORDERING";
std::size_t vertex_ordering_token_index = std::string::npos;
std::string vertex_spacing_mode_string;
const char *vertex_spacing_token = "VERTEX_SPACING_MODE";
std::size_t vertex_spacing_token_index = std::string::npos;
/* Prepare the vertex ordering token. We need to do this manually, because the default vertex spacing
* mode translates to empty string and the shader would fail to compile if we hadn't taken care of the
* comma
*/
if (vertex_ordering == TESSELLATION_SHADER_VERTEX_ORDERING_DEFAULT)
{
vertex_ordering_string = TessellationShaderUtils::getESTokenForVertexOrderingMode(vertex_ordering);
}
else
{
std::stringstream helper_sstream;
helper_sstream << ", " << TessellationShaderUtils::getESTokenForVertexOrderingMode(vertex_ordering);
vertex_ordering_string = helper_sstream.str();
}
/* Do the same for vertex spacing token */
if (vertex_spacing == TESSELLATION_SHADER_VERTEX_SPACING_DEFAULT)
{
vertex_spacing_mode_string = TessellationShaderUtils::getESTokenForVertexSpacingMode(vertex_spacing);
}
else
{
std::stringstream helper_sstream;
helper_sstream << ", " << TessellationShaderUtils::getESTokenForVertexSpacingMode(vertex_spacing);
vertex_spacing_mode_string = helper_sstream.str();
}
/* Primitive mode */
while ((primitive_mode_token_index = result.find(primitive_mode_token)) != std::string::npos)
{
result = result.replace(primitive_mode_token_index, strlen(primitive_mode_token), primitive_mode_string);
primitive_mode_token_index = result.find(primitive_mode_token);
}
/* Vertex ordering */
while ((vertex_ordering_token_index = result.find(vertex_ordering_token)) != std::string::npos)
{
result = result.replace(vertex_ordering_token_index, strlen(vertex_ordering_token), vertex_ordering_string);
vertex_ordering_token_index = result.find(vertex_ordering_token);
}
/* Vertex spacing */
while ((vertex_spacing_token_index = result.find(vertex_spacing_token)) != std::string::npos)
{
result = result.replace(vertex_spacing_token_index, strlen(vertex_spacing_token), vertex_spacing_mode_string);
vertex_spacing_token_index = result.find(vertex_spacing_token);
}
/* Point mode */
while ((point_mode_token_index = result.find(point_mode_token)) != std::string::npos)
{
result = result.replace(point_mode_token_index, strlen(point_mode_token),
(is_point_mode_enabled) ? ", point_mode" : "");
point_mode_token_index = result.find(point_mode_token);
}
return result;
}
/** Retrieves a dummy vertex shader code to be used for forming program objects
* used by the test.
*
* @return As per description.
**/
std::string TessellationShaderTCTEgl_MaxPatchVertices_Position_PointSize::getVertexShaderCode(
bool should_pass_pointsize_data)
{
std::stringstream result_sstream;
result_sstream << "${VERSION}\n\n";
if (should_pass_pointsize_data)
{
result_sstream << "${OUT_PER_VERTEX_DECL_POINT_SIZE}";
}
else
{
result_sstream << "${OUT_PER_VERTEX_DECL}";
}
result_sstream << "\n"
"void main()\n"
"{\n"
"}\n";
return result_sstream.str();
}
/** Initializes all ES objects that will be used for the test. */
void TessellationShaderTCTEgl_MaxPatchVertices_Position_PointSize::initTest()
{
/* The test requires EXT_tessellation_shader */
if (!m_is_tessellation_shader_supported)
{
throw tcu::NotSupportedError(TESSELLATION_SHADER_EXTENSION_NOT_SUPPORTED);
}
/* Retrieve ES entry-points */
const glw::Functions &gl = m_context.getRenderContext().getFunctions();
/* Initialize vertex array object */
gl.genVertexArrays(1, &m_vao_id);
GLU_EXPECT_NO_ERROR(gl.getError(), "Could not generate vertex array object");
gl.bindVertexArray(m_vao_id);
GLU_EXPECT_NO_ERROR(gl.getError(), "Error binding vertex array object!");
/* Generate a buffer object we will use to hold XFB data */
gl.genBuffers(1, &m_bo_id);
GLU_EXPECT_NO_ERROR(gl.getError(), "glGenBuffers() failed");
/* Configure XFB buffer object bindings */
gl.bindBuffer(GL_TRANSFORM_FEEDBACK_BUFFER, m_bo_id);
gl.bindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0 /* index */, m_bo_id);
GLU_EXPECT_NO_ERROR(gl.getError(), "glBindBuffer() / glBindBufferBase() call(s) failed");
/* Retrieve GL_MAX_TESS_GEN_LEVEL_EXT value */
gl.getIntegerv(m_glExtTokens.MAX_TESS_GEN_LEVEL, &m_gl_max_tess_gen_level_value);
GLU_EXPECT_NO_ERROR(gl.getError(), "glGetIntegerv() failed for GL_MAX_TESS_GEN_LEVEL_EXT pname");
/* Retrieve GL_MAX_PATCH_VERTICES_EXT value */
gl.getIntegerv(m_glExtTokens.MAX_PATCH_VERTICES, &m_gl_max_patch_vertices_value);
GLU_EXPECT_NO_ERROR(gl.getError(), "glGetIntegerv() failed for GL_MAX_PATCH_VERTICES_EXT pname");
/* We only need 1 vertex per input patch */
gl.patchParameteri(m_glExtTokens.PATCH_VERTICES, 1);
GLU_EXPECT_NO_ERROR(gl.getError(), "glPatchParameteriEXT() failed for GL_PATCH_VERTICES_EXT pname");
/* Disable rasterization */
gl.enable(GL_RASTERIZER_DISCARD);
GLU_EXPECT_NO_ERROR(gl.getError(), "glEnable(GL_RASTERIZER_DISCARD) failed");
/* Spawn utilities class instance */
m_utils_ptr = new TessellationShaderUtils(gl, this);
/* Initialize all test iterations */
bool point_mode_enabled_flags[] = {false, true};
const _tessellation_primitive_mode primitive_modes[] = {TESSELLATION_SHADER_PRIMITIVE_MODE_ISOLINES,
TESSELLATION_SHADER_PRIMITIVE_MODE_QUADS,
TESSELLATION_SHADER_PRIMITIVE_MODE_TRIANGLES};
const _tessellation_shader_vertex_ordering vertex_ordering_modes[] = {TESSELLATION_SHADER_VERTEX_ORDERING_CCW,
TESSELLATION_SHADER_VERTEX_ORDERING_CW,
TESSELLATION_SHADER_VERTEX_ORDERING_DEFAULT};
const _tessellation_shader_vertex_spacing vertex_spacing_modes[] = {
TESSELLATION_SHADER_VERTEX_SPACING_EQUAL, TESSELLATION_SHADER_VERTEX_SPACING_FRACTIONAL_EVEN,
TESSELLATION_SHADER_VERTEX_SPACING_FRACTIONAL_ODD, TESSELLATION_SHADER_VERTEX_SPACING_DEFAULT};
const unsigned int n_point_mode_enabled_flags =
sizeof(point_mode_enabled_flags) / sizeof(point_mode_enabled_flags[0]);
const unsigned int n_primitive_modes = sizeof(primitive_modes) / sizeof(primitive_modes[0]);
const unsigned int n_vertex_ordering_modes = sizeof(vertex_ordering_modes) / sizeof(vertex_ordering_modes[0]);
const unsigned int n_vertex_spacing_modes = sizeof(vertex_spacing_modes) / sizeof(vertex_spacing_modes[0]);
bool deleteResources = false;
for (unsigned int n_primitive_mode = 0; n_primitive_mode < n_primitive_modes; n_primitive_mode++)
{
_tessellation_primitive_mode primitive_mode = primitive_modes[n_primitive_mode];
_tessellation_levels_set tessellation_levels = TessellationShaderUtils::getTessellationLevelSetForPrimitiveMode(
primitive_mode, m_gl_max_tess_gen_level_value, TESSELLATION_LEVEL_SET_FILTER_ALL_LEVELS_USE_THE_SAME_VALUE);
for (_tessellation_levels_set_const_iterator tessellation_levels_iterator = tessellation_levels.begin();
tessellation_levels_iterator != tessellation_levels.end(); tessellation_levels_iterator++)
{
const _tessellation_levels &tess_levels = *tessellation_levels_iterator;
for (unsigned int n_vertex_ordering_mode = 0; n_vertex_ordering_mode < n_vertex_ordering_modes;
++n_vertex_ordering_mode)
{
_tessellation_shader_vertex_ordering vertex_ordering = vertex_ordering_modes[n_vertex_ordering_mode];
for (unsigned int n_vertex_spacing_mode = 0; n_vertex_spacing_mode < n_vertex_spacing_modes;
++n_vertex_spacing_mode)
{
_tessellation_shader_vertex_spacing vertex_spacing = vertex_spacing_modes[n_vertex_spacing_mode];
for (unsigned int n_point_mode_enabled_flag = 0;
n_point_mode_enabled_flag < n_point_mode_enabled_flags; ++n_point_mode_enabled_flag)
{
bool is_point_mode_enabled = point_mode_enabled_flags[n_point_mode_enabled_flag];
/* Only create gl_PointSize-enabled runs if the implementation supports
* GL_EXT_tessellation_point_size extension
*/
if (!m_is_tessellation_shader_point_size_supported && is_point_mode_enabled)
{
continue;
}
/* Execute the test run */
_run run;
memcpy(run.inner, tess_levels.inner, sizeof(run.inner));
memcpy(run.outer, tess_levels.outer, sizeof(run.outer));
run.point_mode = is_point_mode_enabled;
run.primitive_mode = primitive_mode;
run.vertex_ordering = vertex_ordering;
run.vertex_spacing = vertex_spacing;
initTestRun(run);
if (deleteResources)
{
deinitTestRun(run);
}
deleteResources = true;
/* Store it for further processing */
m_runs.push_back(run);
} /* for (all 'point mode' enabled flags) */
} /* for (all vertex spacing modes) */
} /* for (all vertex ordering modes) */
} /* for (all tessellation levels for active primitive mode) */
} /* for (all primitive modes) */
}
/** Initializes all ES objects used by the test, captures the tessellation coordinates
* and stores them in the descriptor.
* Also performs a handful of other minor checks, as described by test specification.
*
* @param run Run descriptor to operate on.
**/
void TessellationShaderTCTEgl_MaxPatchVertices_Position_PointSize::initTestRun(_run &run)
{
const glw::Functions &gl = m_context.getRenderContext().getFunctions();
/* Build shader objects */
run.fs_id = gl.createShader(GL_FRAGMENT_SHADER);
run.tc_id = gl.createShader(m_glExtTokens.TESS_CONTROL_SHADER);
run.te_id = gl.createShader(m_glExtTokens.TESS_EVALUATION_SHADER);
run.vs_id = gl.createShader(GL_VERTEX_SHADER);
GLU_EXPECT_NO_ERROR(gl.getError(), "glCreateShader() call(s) failed");
/* Generate fragment shader (or stand-alone program) */
std::string fs_code_string = getFragmentShaderCode(run.point_mode);
const char *fs_code_raw_ptr = fs_code_string.c_str();
shaderSourceSpecialized(run.fs_id, 1 /* count */, &fs_code_raw_ptr);
GLU_EXPECT_NO_ERROR(gl.getError(), "glShaderSource() call failed for fragment shader");
/* Generate tessellation control shader (or stand-alone program) */
std::string tc_code_string = getTessellationControlShaderCode(run.point_mode, run.inner, run.outer);
const char *tc_code_raw_ptr = tc_code_string.c_str();
shaderSourceSpecialized(run.tc_id, 1 /* count */, &tc_code_raw_ptr);
GLU_EXPECT_NO_ERROR(gl.getError(), "glShaderSource() call failed for tessellation control shader");
/* Generate tessellation evaluation shader (or stand-alone program) */
std::string te_code_string = getTessellationEvaluationShaderCode(
run.point_mode, run.primitive_mode, run.vertex_ordering, run.vertex_spacing, run.point_mode);
const char *te_code_raw_ptr = te_code_string.c_str();
shaderSourceSpecialized(run.te_id, 1 /* count */, &te_code_raw_ptr);
GLU_EXPECT_NO_ERROR(gl.getError(), "glShaderSource() call failed for tessellation evaluation shader");
/* Generate vertex shader (or stand-alone program) */
std::string vs_code_string = getVertexShaderCode(run.point_mode);
const char *vs_code_raw_ptr = vs_code_string.c_str();
shaderSourceSpecialized(run.vs_id, 1 /* count */, &vs_code_raw_ptr);
GLU_EXPECT_NO_ERROR(gl.getError(), "glShaderSource() call failed for vertex shader");
/* Compile all shaders first. Also make sure the shader objects we have
* attached are correctly reported.
*/
const glw::GLuint shaders[] = {run.fs_id, run.tc_id, run.te_id, run.vs_id};
const unsigned int n_shaders = sizeof(shaders) / sizeof(shaders[0]);
for (unsigned int n_shader = 0; n_shader < n_shaders; ++n_shader)
{
glw::GLint compile_status = GL_FALSE;
glw::GLint shader = shaders[n_shader];
gl.compileShader(shader);
GLU_EXPECT_NO_ERROR(gl.getError(), "glCompileShader() failed");
gl.getShaderiv(shader, GL_COMPILE_STATUS, &compile_status);
GLU_EXPECT_NO_ERROR(gl.getError(), "glGetShaderiv() failed");
if (compile_status != GL_TRUE)
{
m_testCtx.getLog() << tcu::TestLog::Message << "Info log:\n"
<< getCompilationInfoLog(shader) << "\nShader:\n"
<< getShaderSource(shader) << tcu::TestLog::EndMessage;
TCU_FAIL("Shader compilation failed");
}
}
/* Run two iterations:
*
* 1) First, using a program object;
* 2) The other one using pipeline objects;
*/
for (unsigned int n_iteration = 0; n_iteration < 2 /* program / pipeline objects */; ++n_iteration)
{
bool should_use_program_object = (n_iteration == 0);
/* Generate container object(s) first */
if (!should_use_program_object)
{
gl.genProgramPipelines(1, &run.pipeline_object_id);
GLU_EXPECT_NO_ERROR(gl.getError(), "glGenProgramPipelines() failed");
/* As per test spec, make sure no tessellation stages are defined for
* a pipeline object by default */
glw::GLint program_tc_id = 1;
glw::GLint program_te_id = 1;
gl.getProgramPipelineiv(run.pipeline_object_id, m_glExtTokens.TESS_CONTROL_SHADER, &program_tc_id);
gl.getProgramPipelineiv(run.pipeline_object_id, m_glExtTokens.TESS_EVALUATION_SHADER, &program_te_id);
GLU_EXPECT_NO_ERROR(gl.getError(), "glGetProgramPipelineiv() failed");
if (program_tc_id != 0 || program_te_id != 0)
{
GLU_EXPECT_NO_ERROR(gl.getError(), "A pipeline object returned a non-zero ID of "
"a separate program object when asked for TC/TE"
" program ID.");
}
}
else
{
run.po_id = gl.createProgram();
GLU_EXPECT_NO_ERROR(gl.getError(), "glCreateProgram() failed");
}
if (!should_use_program_object)
{
run.fs_program_id = gl.createProgram();
run.tc_program_id = gl.createProgram();
run.te_program_id = gl.createProgram();
run.vs_program_id = gl.createProgram();
GLU_EXPECT_NO_ERROR(gl.getError(), "glCreateProgram() call(s) failed");
}
/* Link program object(s) (and configure the pipeline object, if necessary) */
const glw::GLuint programs_for_pipeline_iteration[] = {run.fs_program_id, run.tc_program_id, run.te_program_id,
run.vs_program_id};
const glw::GLuint programs_for_program_iteration[] = {run.po_id};
const unsigned int n_programs_for_pipeline_iteration =
sizeof(programs_for_pipeline_iteration) / sizeof(programs_for_pipeline_iteration[0]);
const unsigned int n_programs_for_program_iteration =
sizeof(programs_for_program_iteration) / sizeof(programs_for_program_iteration[0]);
unsigned int n_programs = 0;
const glw::GLuint *programs = DE_NULL;
int xfb_pointsize_data_offset = -1;
int xfb_position_data_offset = -1;
int xfb_value1_data_offset = -1;
int xfb_value2_data_offset = -1;
int xfb_varyings_size = 0;
if (should_use_program_object)
{
n_programs = n_programs_for_program_iteration;
programs = programs_for_program_iteration;
}
else
{
n_programs = n_programs_for_pipeline_iteration;
programs = programs_for_pipeline_iteration;
}
/* Attach and verify shader objects */
for (unsigned int n_shader = 0; n_shader < n_shaders; ++n_shader)
{
glw::GLuint parent_po_id = 0;
glw::GLuint shader = shaders[n_shader];
if (should_use_program_object)
{
gl.attachShader(run.po_id, shader);
GLU_EXPECT_NO_ERROR(gl.getError(), "glAttachShader() failed");
parent_po_id = run.po_id;
}
else
{
if (shader == run.fs_id)
{
gl.attachShader(run.fs_program_id, run.fs_id);
parent_po_id = run.fs_program_id;
}
else if (shader == run.tc_id)
{
gl.attachShader(run.tc_program_id, run.tc_id);
parent_po_id = run.tc_program_id;
}
else if (shader == run.te_id)
{
gl.attachShader(run.te_program_id, run.te_id);
parent_po_id = run.te_program_id;
}
else
{
DE_ASSERT(shader == run.vs_id);
gl.attachShader(run.vs_program_id, run.vs_id);
parent_po_id = run.vs_program_id;
}
GLU_EXPECT_NO_ERROR(gl.getError(), "glAttachShader() failed");
}
/* Make sure the shader object we've attached is reported as a part
* of the program object.
*/
unsigned int attached_shaders[n_shaders] = {0};
bool has_found_attached_shader = false;
glw::GLsizei n_attached_shaders = 0;
memset(attached_shaders, 0, sizeof(attached_shaders));
gl.getAttachedShaders(parent_po_id, n_shaders, &n_attached_shaders, attached_shaders);
GLU_EXPECT_NO_ERROR(gl.getError(), "glGetAttachedShaders() failed");
for (glw::GLsizei n_attached_shader = 0; n_attached_shader < n_attached_shaders; n_attached_shader++)
{
if (attached_shaders[n_attached_shader] == shader)
{
has_found_attached_shader = true;
break;
}
} /* for (all attached shader object IDs) */
if (!has_found_attached_shader)
{
TCU_FAIL("A shader object that was successfully attached to a program "
"object was not reported as one by subsequent glGetAttachedShaders() "
"call");
}
}
/* Set up XFB */
const char *xfb_varyings_w_pointsize[] = {"te_position", "te_value1", "te_value2", "te_pointsize"};
const char *xfb_varyings_wo_pointsize[] = {
"te_position",
"te_value1",
"te_value2",
};
const char **xfb_varyings = DE_NULL;
unsigned int n_xfb_varyings = 0;
if (run.point_mode)
{
xfb_varyings = xfb_varyings_w_pointsize;
n_xfb_varyings = sizeof(xfb_varyings_w_pointsize) / sizeof(xfb_varyings_w_pointsize[0]);
xfb_position_data_offset = 0;
xfb_value1_data_offset =
static_cast<unsigned int>(xfb_position_data_offset + sizeof(float) * 4); /* size of te_position */
xfb_value2_data_offset =
static_cast<unsigned int>(xfb_value1_data_offset + sizeof(float) * 2); /* size of te_value1 */
xfb_pointsize_data_offset =
static_cast<unsigned int>(xfb_value2_data_offset + sizeof(int) * 4); /* size of te_value2 */
xfb_varyings_size = sizeof(float) * 4 + /* size of te_position */
sizeof(float) * 2 + /* size of te_value1 */
sizeof(int) * 4 + /* size of te_value2 */
sizeof(int); /* size of te_pointsize */
}
else
{
xfb_varyings = xfb_varyings_wo_pointsize;
n_xfb_varyings = sizeof(xfb_varyings_wo_pointsize) / sizeof(xfb_varyings_wo_pointsize[0]);
xfb_position_data_offset = 0;
xfb_value1_data_offset =
static_cast<unsigned int>(xfb_position_data_offset + sizeof(float) * 4); /* size of te_position */
xfb_value2_data_offset =
static_cast<unsigned int>(xfb_value1_data_offset + sizeof(float) * 2); /* size of te_value1 */
xfb_varyings_size = sizeof(float) * 4 + /* size of te_position */
sizeof(float) * 2 + /* size of te_value1 */
sizeof(int) * 4;
}
if (!should_use_program_object)
{
gl.transformFeedbackVaryings(run.te_program_id, n_xfb_varyings, xfb_varyings, GL_INTERLEAVED_ATTRIBS);
GLU_EXPECT_NO_ERROR(gl.getError(), "glTransformFeedbackVaryings() failed");
}
else
{
gl.transformFeedbackVaryings(run.po_id, n_xfb_varyings, xfb_varyings, GL_INTERLEAVED_ATTRIBS);
GLU_EXPECT_NO_ERROR(gl.getError(), "glTransformFeedbackVaryings() failed");
}
/* Mark all program objects as separable for pipeline run */
if (!should_use_program_object)
{
for (unsigned int n_program = 0; n_program < n_programs; ++n_program)
{
glw::GLuint program = programs[n_program];
gl.programParameteri(program, GL_PROGRAM_SEPARABLE, GL_TRUE);
GLU_EXPECT_NO_ERROR(gl.getError(), "glProgramParameteri() failed.");
}
}
/* Link the program object(s) */
for (unsigned int n_program = 0; n_program < n_programs; ++n_program)
{
glw::GLint link_status = GL_FALSE;
glw::GLuint program = programs[n_program];
gl.linkProgram(program);
GLU_EXPECT_NO_ERROR(gl.getError(), "Program linking failed");
gl.getProgramiv(program, GL_LINK_STATUS, &link_status);
GLU_EXPECT_NO_ERROR(gl.getError(), "glGetProgramiv() failed");
if (link_status != GL_TRUE)
{
m_testCtx.getLog() << tcu::TestLog::Message << "Info log:\n"
<< getLinkingInfoLog(program) << tcu::TestLog::EndMessage;
TCU_FAIL("Program linking failed");
}
/* Make sure glGetProgramiv() reports correct tessellation properties for
* the program object we've just linked successfully */
if (program == run.po_id || program == run.tc_program_id || program == run.te_program_id)
{
glw::GLenum expected_tess_gen_mode_value = GL_NONE;
glw::GLenum expected_tess_gen_spacing_value = GL_NONE;
glw::GLenum expected_tess_gen_vertex_order_value = GL_NONE;
glw::GLint tess_control_output_vertices_value = GL_NONE;
glw::GLint tess_gen_mode_value = GL_NONE;
glw::GLint tess_gen_point_mode_value = GL_NONE;
glw::GLint tess_gen_spacing_value = GL_NONE;
glw::GLint tess_gen_vertex_order_value = GL_NONE;
switch (run.primitive_mode)
{
case TESSELLATION_SHADER_PRIMITIVE_MODE_ISOLINES:
expected_tess_gen_mode_value = m_glExtTokens.ISOLINES;
break;
case TESSELLATION_SHADER_PRIMITIVE_MODE_QUADS:
expected_tess_gen_mode_value = m_glExtTokens.QUADS;
break;
case TESSELLATION_SHADER_PRIMITIVE_MODE_TRIANGLES:
expected_tess_gen_mode_value = GL_TRIANGLES;
break;
default:
{
/* Unrecognized primitive mode? */
DE_ASSERT(false);
}
} /* switch (run.primitive_mode) */
switch (run.vertex_spacing)
{
case TESSELLATION_SHADER_VERTEX_SPACING_DEFAULT:
case TESSELLATION_SHADER_VERTEX_SPACING_EQUAL:
expected_tess_gen_spacing_value = GL_EQUAL;
break;
case TESSELLATION_SHADER_VERTEX_SPACING_FRACTIONAL_EVEN:
expected_tess_gen_spacing_value = m_glExtTokens.FRACTIONAL_EVEN;
break;
case TESSELLATION_SHADER_VERTEX_SPACING_FRACTIONAL_ODD:
expected_tess_gen_spacing_value = m_glExtTokens.FRACTIONAL_ODD;
break;
default:
{
/* Unrecognized vertex spacing mode? */
DE_ASSERT(false);
}
} /* switch (run.vertex_spacing) */
switch (run.vertex_ordering)
{
case TESSELLATION_SHADER_VERTEX_ORDERING_DEFAULT:
case TESSELLATION_SHADER_VERTEX_ORDERING_CCW:
expected_tess_gen_vertex_order_value = GL_CCW;
break;
case TESSELLATION_SHADER_VERTEX_ORDERING_CW:
expected_tess_gen_vertex_order_value = GL_CW;
break;
default:
{
/* Unrecognized vertex ordering mode? */
DE_ASSERT(false);
}
} /* switch (run.vertex_ordering) */
if (program == run.po_id || program == run.tc_program_id)
{
gl.getProgramiv(program, m_glExtTokens.TESS_CONTROL_OUTPUT_VERTICES,
&tess_control_output_vertices_value);
GLU_EXPECT_NO_ERROR(gl.getError(),
"glGetProgramiv() failed for GL_TESS_CONTROL_OUTPUT_VERTICES_EXT pname");
if (tess_control_output_vertices_value != m_gl_max_patch_vertices_value)
{
TCU_FAIL(
"Invalid value returned by glGetProgramiv() for GL_TESS_CONTROL_OUTPUT_VERTICES_EXT query");
}
}
if (program == run.po_id || program == run.te_program_id)
{
gl.getProgramiv(program, m_glExtTokens.TESS_GEN_MODE, &tess_gen_mode_value);
GLU_EXPECT_NO_ERROR(gl.getError(), "glGetProgramiv() failed for GL_TESS_GEN_MODE_EXT pname");
if ((glw::GLuint)tess_gen_mode_value != expected_tess_gen_mode_value)
{
TCU_FAIL("Invalid value returned by glGetProgramiv() for GL_TESS_GEN_MODE_EXT query");
}
}
if (program == run.po_id || program == run.te_program_id)
{
gl.getProgramiv(program, m_glExtTokens.TESS_GEN_SPACING, &tess_gen_spacing_value);
GLU_EXPECT_NO_ERROR(gl.getError(), "glGetProgramiv() failed for GL_TESS_GEN_SPACING_EXT pname");
if ((glw::GLuint)tess_gen_spacing_value != expected_tess_gen_spacing_value)
{
TCU_FAIL("Invalid value returned by glGetProgramiv() for GL_TESS_GEN_SPACING_EXT query");
}
}
if (program == run.po_id || program == run.te_program_id)
{
gl.getProgramiv(program, m_glExtTokens.TESS_GEN_VERTEX_ORDER, &tess_gen_vertex_order_value);
GLU_EXPECT_NO_ERROR(gl.getError(),
"glGetProgramiv() failed for GL_TESS_GEN_VERTEX_ORDER_EXT pname");
if ((glw::GLuint)tess_gen_vertex_order_value != expected_tess_gen_vertex_order_value)
{
TCU_FAIL("Invalid value returned by glGetProgramiv() for GL_TESS_GEN_VERTEX_ORDER_EXT query");
}
}
if (program == run.po_id || program == run.te_program_id)
{
gl.getProgramiv(program, m_glExtTokens.TESS_GEN_POINT_MODE, &tess_gen_point_mode_value);
GLU_EXPECT_NO_ERROR(gl.getError(), "glGetProgramiv() failed for GL_TESS_GEN_POINT_MODE_EXT pname");
if (tess_gen_point_mode_value != ((run.point_mode) ? GL_TRUE : GL_FALSE))
{
TCU_FAIL("Invalid value returned by glGetProgramiv() for GL_TESS_GEN_POINT_MODE_EXT query");
}
}
} /* if (program == run.po_id || program == run.tc_program_id || program == run.te_program_id) */
} /* for (all considered program objects) */
if (!should_use_program_object)
{
/* Attach all stages to the pipeline object */
gl.useProgramStages(run.pipeline_object_id, GL_FRAGMENT_SHADER_BIT, run.fs_program_id);
gl.useProgramStages(run.pipeline_object_id, m_glExtTokens.TESS_CONTROL_SHADER_BIT, run.tc_program_id);
gl.useProgramStages(run.pipeline_object_id, m_glExtTokens.TESS_EVALUATION_SHADER_BIT, run.te_program_id);
gl.useProgramStages(run.pipeline_object_id, GL_VERTEX_SHADER_BIT, run.vs_program_id);
GLU_EXPECT_NO_ERROR(gl.getError(), "glUseProgramStages() call(s) failed");
/* Make sure the pipeline object validates correctly */
glw::GLint validate_status = GL_FALSE;
gl.validateProgramPipeline(run.pipeline_object_id);
GLU_EXPECT_NO_ERROR(gl.getError(), "glValidateProgramPipeline() call failed");
gl.getProgramPipelineiv(run.pipeline_object_id, GL_VALIDATE_STATUS, &validate_status);
GLU_EXPECT_NO_ERROR(gl.getError(), "glGetProgramPipelineiv() call failed");
if (validate_status != GL_TRUE)
{
m_testCtx.getLog() << tcu::TestLog::Message << "Info log:\n"
<< getPipelineInfoLog(run.pipeline_object_id) << "\n\nVertex Shader:\n"
<< vs_code_raw_ptr << "\n\nTessellation Control Shader:\n"
<< tc_code_raw_ptr << "\n\nTessellation Evaluation Shader:\n"
<< te_code_raw_ptr << "\n\nFragment Shader:\n"
<< fs_code_raw_ptr << tcu::TestLog::EndMessage;
TCU_FAIL("Pipeline object was found to be invalid");
}
}
/* Determine how many vertices are going to be generated by the tessellator
* for particular tessellation configuration.
*/
unsigned int n_vertices_generated = m_utils_ptr->getAmountOfVerticesGeneratedByTessellator(
run.primitive_mode, run.inner, run.outer, run.vertex_spacing, run.point_mode);
/* Allocate enough space to hold the result XFB data */
const unsigned int bo_size = xfb_varyings_size * n_vertices_generated;
gl.bufferData(GL_TRANSFORM_FEEDBACK_BUFFER, bo_size, DE_NULL /* data */, GL_STATIC_DRAW);
GLU_EXPECT_NO_ERROR(gl.getError(), "glBufferData() call failed");
/* Use the pipeline or program object and render the data */
glw::GLenum tf_mode = TessellationShaderUtils::getTFModeForPrimitiveMode(run.primitive_mode, run.point_mode);
if (should_use_program_object)
{
gl.bindProgramPipeline(0);
GLU_EXPECT_NO_ERROR(gl.getError(), "glBindProgramPipeline() call failed");
gl.useProgram(run.po_id);
GLU_EXPECT_NO_ERROR(gl.getError(), "glUseProgram() call failed");
}
else
{
gl.bindProgramPipeline(run.pipeline_object_id);
GLU_EXPECT_NO_ERROR(gl.getError(), "glBindProgramPipeline() call failed");
gl.useProgram(0);
GLU_EXPECT_NO_ERROR(gl.getError(), "glUseProgram() call failed");
}
gl.beginTransformFeedback(tf_mode);
GLU_EXPECT_NO_ERROR(gl.getError(), "glBeginTransformFeedback() call failed");
{
gl.drawArrays(m_glExtTokens.PATCHES, 0 /* first */, 1 /* count */);
GLU_EXPECT_NO_ERROR(gl.getError(), "glDrawArrays() call failed");
}
gl.endTransformFeedback();
GLU_EXPECT_NO_ERROR(gl.getError(), "glEndTransformFeedback() call failed");
/* Map the buffer object contents into process space */
const char *xfb_data = (const char *)gl.mapBufferRange(GL_TRANSFORM_FEEDBACK_BUFFER, 0, /* offset */
bo_size, GL_MAP_READ_BIT);
GLU_EXPECT_NO_ERROR(gl.getError(), "glMapBufferRange() call failed");
/* Iterate through all vertices and extract all captured data. To reduce amount
* of time necessary to verify the generated data, only store *unique* values.
*/
for (unsigned int n_vertex = 0; n_vertex < n_vertices_generated; ++n_vertex)
{
if (xfb_pointsize_data_offset != -1)
{
const float *data_ptr =
(const float *)(xfb_data + xfb_varyings_size * n_vertex + xfb_pointsize_data_offset);
if (std::find(run.result_pointsize_data.begin(), run.result_pointsize_data.end(), *data_ptr) ==
run.result_pointsize_data.end())
{
run.result_pointsize_data.push_back(*data_ptr);
}
}
if (xfb_position_data_offset != -1)
{
const float *data_ptr =
(const float *)(xfb_data + xfb_varyings_size * n_vertex + xfb_position_data_offset);
_vec4 new_item = _vec4(data_ptr[0], data_ptr[1], data_ptr[2], data_ptr[3]);
if (std::find(run.result_position_data.begin(), run.result_position_data.end(), new_item) ==
run.result_position_data.end())
{
run.result_position_data.push_back(new_item);
}
}
if (xfb_value1_data_offset != -1)
{
const float *data_ptr =
(const float *)(xfb_data + xfb_varyings_size * n_vertex + xfb_value1_data_offset);
_vec2 new_item = _vec2(data_ptr[0], data_ptr[1]);
if (std::find(run.result_value1_data.begin(), run.result_value1_data.end(), new_item) ==
run.result_value1_data.end())
{
run.result_value1_data.push_back(new_item);
}
}
if (xfb_value2_data_offset != -1)
{
const int *data_ptr = (const int *)(xfb_data + xfb_varyings_size * n_vertex + xfb_value2_data_offset);
_ivec4 new_item = _ivec4(data_ptr[0], data_ptr[1], data_ptr[2], data_ptr[3]);
if (std::find(run.result_value2_data.begin(), run.result_value2_data.end(), new_item) ==
run.result_value2_data.end())
{
run.result_value2_data.push_back(new_item);
}